Luke O.
said: This is a common problem. I believe the source of the problem lies with the perception of what a tabletop gaming is. If you were the coach of a bowling or softball team or the director of a community theater, irregular absences would not be tolerated. The participants of these activities feel pressured enough to not miss the pre arranged appointments, because they know that they are most likely making life miserable. I think the problem is that tabletop gaming, such as Dungeons and Dragons has this stigma of being a board game like monopoly or texas hold'em poker. In these games it's ok to say at the last minute, "hey I was interested in playing, but I decided to watch tv tonight instead" and simply feel like you were only denying the group of your presence, not breaking the game. Last month our DM had built an evening of encounters centered around a dungeon filled with traps, and hazards and an entire story line built for our group's rogue who had bailed at the last minute. The DM was left having to reframe his entire agenda at the last minute. I'm using this example as something that happens that is both the player's fault and the DMs Players should be expected to have a level of commitment, DMs should be able to handle change on the fly. Solution 1. The GM lays down the law. At the start of the campaign, the GM makes a set of rules. For example it could be "Don't miss more than 2 game sessions in a row" or "Notify me at least 48 hours in advance if you aren't going to make it." And make it understood that violators will not be invited back. This may be a harsh course of action if you don't want to drop friends from the group. But, then again, if they can't respect the rules you set forth in advance, how much fun are you and your friends really having? Solution 2. The GM is as flexible as the willow branch. This is actually the sign of a great GM. Prepare the game session with the acknowledgement that your players are going to flake and you may end up with a group comprised of less than half the group that was there last session. I play D&D 4th edition. The second DM book has a great technique for creating "companion" characters. These are characters that are very lightweight versions of the PCs that can fit into the Roles necessary. PC: "Hey our healer dropped out this week". DM: "Well what an interesting happenstance. Your cousin the runepriest stopped by this week" I usually have a pile of these ready. Another thing to understand is that the DM has to balance a game that should be character (PC) driven, but should avoid painting themselves in a corner having the campaign's plot hinder on actions of a single PC. Understand that these absences will happen simply because as a DM you might be far more invested than your players, and it's not your fault . However, you have to make sure that you take good care of those players that do show up. Solution 2 only works if you have a massive group. The system I run won't work well if I get a massive number of players, but I'm also not willing to run for less than 3 - it's just not fun for anyone. 3-5 is where my Marvel system works. More and it's unbalanced and cumbersome. Less, it's underpowered for the heroes and just not any fun. My game sessions (4 hours) can sometimes kick out mid-battle, so I need a solution to what to do when players don't come back to finish a battle. Switching out characters in a battle screws up the balance of the combat. I suppose I could shift the stress (damage) that characters dropping out have taken to players popping in, but it's screwy. It's hard to stretch the sessions any longer with players all the way from Germany to the western US. And we haven't moved efficiently in game because all my players are new to the system. D&D is easy because people know D&D (well I don't 4th ed that well, just enough to know that I'd rather choke on my own vomit than play it). I don't play with anyone I know, so I'm not worried about losing friends. I am worried about sitting around on a Saturday afternoon with nothing to do because people are too lazy to let me know they're not playing. I could be out with my friends, I could go the movies, etc.