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Why is it so hard to get people together to play?
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<blockquote data-quote="IronWolf" data-source="post: 5365148" data-attributes="member: 21076"><p>This is what I was going to drop in to say. Everything gets too watered down if you can only play infrequently and for those times have a choice of five campaigns to play in. Decide which campaign to stick with, get everyone on board and excited and then decide to play even if someone misses.</p><p></p><p></p><p></p><p>Also agreed. There is another thread around here that talks about scheduling and the common consensus was to go with a set night. It makes it easier for people to schedule if the game night is the same across the board. Keep in mind that even with a set night, conflicts will still come up, but even with only one person missing it is still easy to go ahead and play anyways. </p><p></p><p>We have four players and one GM in our group. No questions are asked if one person is missing, we're playing - it is easy to continue. We've even played with two people missing, though often it is small side quest within the framework of the main campaign. But it keeps the game moving forward and keeps it from losing momentum.</p><p></p><p></p><p></p><p>Another good point. Misses happen. Just roll with it, don't penalize people and move on.</p><p></p><p></p><p></p><p>Yes! This can work great. We've done a little of this as well. Frequently we'll just fire up Google Video Chat if someone is out of town for business or home watching the kids and can't make it. It can work pretty well. I'd rather have everyone all together, but this makes a great way to keep playing for cases where the choice is cancel the game or play over video chat or VTT.</p><p></p><p>We've also done a pure VTT session before when scheduling just was not working out.</p><p></p><p>With all the improvements in VTTs and the ease of video chats these days, they are certainly great weapons in the arsenal of avoiding canceled games.</p></blockquote><p></p>
[QUOTE="IronWolf, post: 5365148, member: 21076"] This is what I was going to drop in to say. Everything gets too watered down if you can only play infrequently and for those times have a choice of five campaigns to play in. Decide which campaign to stick with, get everyone on board and excited and then decide to play even if someone misses. Also agreed. There is another thread around here that talks about scheduling and the common consensus was to go with a set night. It makes it easier for people to schedule if the game night is the same across the board. Keep in mind that even with a set night, conflicts will still come up, but even with only one person missing it is still easy to go ahead and play anyways. We have four players and one GM in our group. No questions are asked if one person is missing, we're playing - it is easy to continue. We've even played with two people missing, though often it is small side quest within the framework of the main campaign. But it keeps the game moving forward and keeps it from losing momentum. Another good point. Misses happen. Just roll with it, don't penalize people and move on. Yes! This can work great. We've done a little of this as well. Frequently we'll just fire up Google Video Chat if someone is out of town for business or home watching the kids and can't make it. It can work pretty well. I'd rather have everyone all together, but this makes a great way to keep playing for cases where the choice is cancel the game or play over video chat or VTT. We've also done a pure VTT session before when scheduling just was not working out. With all the improvements in VTTs and the ease of video chats these days, they are certainly great weapons in the arsenal of avoiding canceled games. [/QUOTE]
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