What do you do when players don't show?

It depends on the situation, really.

If we are going into a new scenario or part of the plot which doesn't necessarily require all of the PCs to be there, the PCs whose players are missing simply don't show up for some reason. And there is usually an in-game reason of some kind.

If we start the session in the middle of a scene where everyone (or at least the PCs whose players are missing) is involved, and there's no easy way to fudge our way through the scene, then the game will most likely be postponed. Likewise, if I have events important to the plot planned which hinge on the presence of a PC whose player is absent, I will most likely postpone the game.

Looking at it objectively, I realize that this is putting the plot ahead of the players. I really need to stop doing that. :\
 

log in or register to remove this ad

After this happened for the zillionh time last saterday, I cancelled my campaign, and quit the group in another game. Esp tough as we played at my house. tolerance only goes so far. So I am now am looking for a new group.
 

We have a number of campaigns (not all D&D, by the way). When a player doesn't show up, we just play a campaign where that player has no character.

When a player that is in all campaigns doesn't show up, then we play DDM instead.
 


I nominally have a group of 6, we schedule games if 4 players are available, so far in current game I've had as few as 3 show. Absent players' PCs either become Cohorts (and get 1/2 XP) or are absent. I wouldn't cancel session if only 1-2 players turned up, luckily I'm running Lost City of Barakus which seems to have a lot of stuff suitable for a wide range of levels (about 1st to 8th) & I ought usually be able to run something doable even for a solo PC if necessary.
 

Amy Kou'ai said:
...when one person is missing is to Mark¹ them...

Hehe. :D

So, what's my story. What do you guys do when your players unexpectedly don't show up to your session?

Well, we usually know beforehand, if someone is missing, but every once in a while it happens, that someone unexpectedly misses a session for various reasons.

We usually just let them tag along, but ignore them pretty much (i.e. do it the same way as you do). When they are really needed, the DM NPCs them, but only for minor tasks (i.e. cast healing spells after combat).

If too many players are missing, we generally just don't play, or find another day for the session. As I said, we generally know that beforehand, so it's not much of a problem, and we are all dynamic and flexible enough. ;)

Bye
Thanee
 

In the group I DM for we'd normally play if one out of 4 players is missing, with the PC usually run by one of the other players. Otherwise we'd probably still get together, but instead of RP we'd use a board or card game - Munchkin, Chez Geek, etc.
 

1/2 of players must show, and we play them as an NPC

We normally have 8-9 players and 2 GMs (myself and husband, we work as a team).
All of the players supply us with up-to-date character sheets for their characters. If one or more needs to miss all or part of a session (we play 4 hours at a time), I just play them as an fairly quiet NPC, using the newest character sheet we have on file for them, while my husband runs the "real" NPCs. They gain no experience or loot while they're an NPC, (although the other players may save loot for when they get back) and all HP, spell slots, and items are renewed at the end of the session (so the we don't have to reconcile character sheets - they just use their copy as if the session they missed didn't happen).

Our rule is that at least half the players must be there for the game to continue. If we know ahead of time that 1/2 aren't going to show up, we cancel. If 1/2 don't show up because of a last minute cancel, we play illuminati (hasn't happened yet, but I'm looking forward to it in some ways).

We've had a character die once as a NPC, but I don't go out of my way to kill them off. The XP and loot loss is enough of a disincentive to miss, I think.

We've also had one player who habitually missed because of work, but when we noticed a he was missing a lot, my husband talked to him about whether he could realistically commit to the time. Since he can't but still likes to play, we arranged it so that he's not normally player, but we keep him up-to-date on the story and session dates and when he can come, we set him up as a guest NPC for that session.
 

A group I was in did something interesting. If you gave advance notice, or had a really good reason (called into work last second, death in family, etc.), then you were simply not there, and your character reappeared with no questions when you could make it. Otherwise, characters of deliquent PC's entered a state of "communion with the gods"...basically, you were a walking zombie that could be led around, but had a tendency to wonder if not leashed and had a chance of dying in any fights....encouraged players to give advance warning.
 

Round Robin GM'ing!


WHAT IS ROUND ROBIN GM’ING?
Round Robin GM’ing involves a rotation of GMs whereby each successive GM picks up from where the last GM left off. Everyone at the table takes turn GM’ing, and when they GM, the character that they were playing becomes an NPC for the duration of their GM’ing window.
THE RULES
1. Feel free to alter any of this. If you disagree with the rules, or have a better idea, feel free to share it. This game is democratic, so what the majority wants, they get (whether they like it or not!)
2. To start, roll a number of agreed-upon d6s to determine character level. That is, before starting, everyone should agree upon a level range. If people are not comfortable running high level PCs, then 3d6 (or gasp, 4d6) should not be used. If the majority prefers low level PCs, then 1d6 should be used. 2d6 is common. To roll, simply select one person to roll, and that person rolls 2d6 openly. The result is the level by which everyone will make a character. For example, if the person rolls a 3 and a 2, everyone will make a 5th level character. Another factor in rolling for level is the amount of time it takes to create high level characters. Given that time is not infinite, rolling random 18th level characters for a one-shot game is not recommended. Alternatively, everyone can simply agree on a level, and skip the dice rolling process altogether.
3. Once the level is chosen, everyone should make a character of the given level. Establish some ground rules here. Sticking to the core rules is generally common. Only add additional rules if everyone is familiar with those rules. That is, if someone is playing a fiendish wendigo from the isle of Gamlut with levels of arcane bender, helmet haired strangulator, and pocket protector classes, all the other GMs will need to be familiar (and comfortable) with what all this character is capable of. Because this seems unlikely, sticking to the core rules (PHB, DMG, MM) are highly recommended. Furthermore, sticking with the core PHB races is also advisable, unless everyone agrees that they want to play demihuman races, for example. Discuss openly the options, and proceed on an agreed-upon direction. During character creation, players can choose to discuss what they are making, or not! During game play, it is perfectly legitimate for GMs to create brand new creatures or spells, or whatever. Other GMs are simply required to interpret said inclusions to the best of their ability!
4. During the character creation process, it is acceptable to discuss *where* the game might take place. Since not everyone is comfortable running games set in ancient Babylonia. Establish a common framework for which you will adventure in. Standard fantasy genres are typical. Dungeon crawls can be interesting and fun, as well as city-based games, although smaller villages or homlets are typically easier to manage.
5. Once everyone makes a character, everyone rolls a single, unmodified d10. This is player initiative. The lowest roll loses and has to start the game. Whoever loses this initiative has 5 minutes to formulate a game idea. It’s possible that someone already has an idea, and can request to start the game. If this is acceptable to everyone, then the d10 method of random GM selection can be skipped.
6. While the new GM is preparing, select someone in the group as the timekeeper. The timekeeper monitors the time. If anyone is not GM’ing in the rotation (see below) they should be the timekeeper. Obviously, the timekeeper needs a method to track time via a watch, clock, or some other method. When 15 minutes have passed, the timekeeper should inform the current GM that they can now pass. When 30 minutes are up, the timekeeper should inform the GM that they must pass to the next GM.
7. Once the first GM is ready, begin the game. GMs are required to run for at least 15 minutes. GMs can not run for more than 30 minutes. Furthermore, GMs can elect to pass at any point in between 15 minutes and 30 minutes. Even in the middle of combat.
8. When a rotation occurs, the GM initiating the rotating should turn over any applicable notes to the new GM regarding combat encounters, such as current hit points of monsters, etc. Since monsters are sometimes created on the fly during round robin games, statistics are not required to be passed.
9. Proceed in a clockwise fashion from the starting GM rotating from person to person. When a person becomes the GM, his PC becomes an NPC, and he controls the actions of his PC in this regard. Alternatively, a GM can elect to have a nearby player run his character for the duration of his GM’ing window. This is optional. The game ends when time is up, you’ve completed a satisfactory number of GM rotations (you will know), everyone gets sick of the game, or the sun goes supernova and everyone dies. The final GM should do their best to wrap up the game in a tidy fashion. The definition of “tidy” being left open to interpretation. GMs should be impartial to their PC when their PC becomes an NPC.
10. Lastly, maintain verisimilitude. That is, keep the game flowing in a logical fashion. If GM A passes to GM B, GM B can’t suddenly decide that the party is whisked away to Eternia to battle Skeletor and his evil minions. Keep it consistent.

TIPS, AND MISCELLANY
• If there are players present, who are not comfortable GM’ing, they can play only. Skip them in the normal rotation.
• Create a “macguffin” and a “BBEG”. A macguffin is a term coined by Alfred Hitchcock, and it is simply a device, or tool, or key to the plot. This can be anything from an actual key, or a mysterious magic item that the party finds. It can be used to drive the plot. With it, other GMs can latch on to it, and build on it. A BBEG is a “big bad evil guy”. This is a villain that other GMs can use to drive the plot as well. Any good plot needs a macguffin or a BBEG. Introducing them early can create an interesting game.
• Passing at awkward moments can be really fun. Feel free to abuse the “pass” privilege when you are within your pass window. “You open the ancient tome of Durgen’tor and after the dust settles you see some words written on it… – pass!”
• Feel free to abuse others for ideas. Just because you might be playing at the moment doesn’t mean you aren’t off the hook creatively!
 

Remove ads

Top