this post was submitted on 03 Jul 2025
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When I write as a GM, I incorporate all of my players into the story and evolve the narrative around their characters' backgrounds, actions, etc. So, when a player doesn't show up regularly, it has a tendency to disrupt or even halt the game's progress. The smaller the group, the more serious this issue becomes. I've had gaming groups implode over this.

So what sorts of rules or understandings does your group have in place to offset the void left when a player doesn't show up to the game? Does the absent player become an NPC under the GM's control? Do you just ignore the fact that the PC carrying the magical Orb of Whatsit is off on holiday when the king demands the Orb to save the kingdom?

Obviously, we all have real-life stuff that crops up from time to time that can prevent us from playing, but if I can commit to writing and running the game each week (barring life's little emergencies), I don't feel I'm being unfair to expect the same from my players.

So, GMs...what are your thoughts?

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[–] Samdell@lemmy.eco.br 2 points 23 hours ago

There's no easy way out of this, and the older your playerbase gets, the more often it'll happen.

Having more players can give you leeway - I prefer to get a minimum of 4 in possible campaigns to be able to both split tasks and coordinate in case of missing people.

But the key aspect, and the one that will be harder to manage, is to not have a main character; Its easier said than done, as in theory all your players should be main characters, but if you find that a plot point hinges too much on a single person - your example of the King demanding an Orb that's carried by a PC sounds like a key example - then it might be time to reevaluate how you're treating everyone else.

If all your players have spinning plates, someone missing a session will be a lesser deal - all you have to do is go balance another event of the story with the others. But, again, like I've said - easier in theory.