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Roleplaying Tips Weekly E-Zine Issue #76
How To Deal With Absentee Players, Part II
Contents:
This Week's Tips Summarized
How To Deal With Absentee Players, Part II
- Use The Player's Absence To Add Something Interesting To The Game
- Stall Or Sidetrack The Party
- Host A One-Shot Game
- Host An Alternate Campaign
- Dive Into Alternate Reality
- List Of 28 Lame Excuses To Exclude A PC
Readers' Tips Summarized
- Switching Genres Without Switching Games
- Encourage Roleplaying Through Planning
- Lamination Tips
- Introduce People To Roleplaying By Having Them Play Themselves
- Alternate Sources & Types Of Mapping Paper
Return to Contents
A Brief Word From Johnn
Contest Winners
The winners of the FunUSA.com gift certificates are:
- $20 Andres R. galapago@...
- $30 Ivar J. ivarjr@...
Congratulations!
Thanks to everyone for your great topic suggestions and
contest entries. There were a number of topics that were
requested several times, so I'll be re-organizing my topics
list and giving those higher priority--thanks again for the
feedback.
Roleplaying Games At About.com
Some of you may have heard, and now it's official, I'm the
new Guide at the Roleplaying Games site at About.com. I'll
be writing a weekly article, mostly on GM how-to stuff (for
those of you who can't get enough GM articles :), with the
odd guest article here and there.
There's also an archive of over 150 original roleplaying
articles at the site which Dru, the former Guide, has
graciously allowed to remain online for you to read.
The Roleplaying Games site also has forums, which is great,
because we now have a place to chat about tips, feedback on
issues, post help requests, and so on. I visit the forums
daily, so I'll catch you there!
Please visit the site at: http://www.roleplaygames.about.com
Regards,
Johnn Four
johnn@roleplayingtips.com
P.S. Roleplaying Tips Weekly will still continue as it has
been though, with lots of tips every Monday for you.
Johnn Four
johnn@roleplayingtips.com
Return to Contents
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Return to Contents
How To Deal With Absentee Players, Part II
Picking up from where we left off in issue #70
here are some tips and ideas on how you can recover
successfully from a last-minute no-show.
- Use The Player's Absence To Add Something Interesting To The Game
I mentioned, in Part I, not to take absenteeism personally and
not to get upset when it happens. Another good mental
attitude you can adopt is to view a missing character as a
chance to enhance your game in some way.
For example, think of an intriguing reason for the
character's absence and use it as a plot hook. Or turn the
excuse which removes the character from that session's play
into a fun and interesting short story that develops your
campaign or sets up an important future event.
You could use the opportunity to add in some much-needed
humour during play. At the beginning of the session you
simply announce that the absentee player's PC had to leave
and would return soon. Later on in the session, after a grim
turn of events where the party was badly outfoxed by the
villain yet again, the PCs spot a "Wanted Dead Or Alive"
poster with the absent PC's face on it. However, his name
has been changed to something hilarious, his crimes are
completely out of character, and his picture has been
vandalised in a humorous way. That's sure to drain some of
the pent-up tension in the party and add further mystery to
the absentee PC's story.
The point is to turn a negative into a positive by looking
for ways to use the PC's absence to benefit the adventure,
plot or campaign in some way.
Return to Contents
- Stall Or Sidetrack The Party
Sometimes a key player doesn't show up, or is late, and you
want to continue playing. But, you don't want the party to
get to the main event just yet. Feel free to stall or
sidetrack the party until the time is right for you to
continue on.
- Add in padded encounters, ones that aren't critical to the
story but add colour, background, or flavour to the game.
- Take the PCs on a short diversionary adventure, such as
rescuing, finding, or healing the absentee PC.
- Take care of administration.
- Have a "get things together" session for those who can
craft things, train, make some money, buy things or have
them made, create spells, and so on.
- If you have multiple story hooks or plots going on, make
some of them more urgent so that the party pursues them
instead for awhile.
Return to Contents
- Host A One-Shot Game
If more than one player fails to show up, or if the missing
PC is just too critical to your scheduled game, then
consider running a different roleplaying game for the
evening.
This idea isn't as bad as it sounds because a lot of good
can come from doing something different once in awhile:
- Let another player GM. This lets you sit on the other side
of the screen, for a change, and lets another player enjoy
the power, control, and fame that comes from being a GM.
- Try that game system you've read and always wanted to
play. Playing different games will treat you and your
players to new experiences to help stir up your creative
juices.
- Try those new or alternate rules. For example, in the D&D
Dungeon Master's Guide there's a number of optional rules.
Turn the evening into a play-test to see if you like those
rules better without risking the players' well-developed
characters.
A subscriber, Chicken316, wrote in the following tips about
how to stall and sidetrack adventures:
- Work the adventure to give you time to tie the loose ends.
- Use the characters for plots.
- Use NPCs to get the ball rolling.
- Assure a quick and painless cleanup.
Chicken's last tip is important. Try to end side-track
adventures in one session so that the full party can resume
their main goal at the start of the next session.
Return to Contents
- Host An Alternate Campaign
If it's the same one or two players who need to miss the odd
game then consider having an alternate campaign you can play
for when they don't show. Keep the same rules, and even the
same campaign area if you wish, and continue to develop your
game world and important stories through a different group
of PCs.
Here are some ideas on how you could integrate a second
group of PCs into the same campaign area as your first
group's characters:
- Competitors. The two parties are pursuing the same goal
and indirectly interfere with each other's plans.
- Villain's minions. The players play evil characters who
take their orders from the main party's villain.
- Monsters. Have the players take on the role of the
monsters their other PCs fight. This could help you develop
better monsters by watching what the players do in their
monstrous roles.
- Historical. Turn back the clock and explore a historical
event that is important to the main party.
- Create Irony. Reveal something to the alternate PCs that
the main party could not know. It will create some good
tension when the regular campaign resumes and the players
cannot use the knowledge they gained from the alternate
group.
- Back-up PCs. By keeping a second party of PCs in the
area, a player has a back-up character in the wings in case
her character dies in the session. Perhaps the alternate PCs
are servants of the PCs (Ars Magica style), or a PC in one
party is a relative to a PC in the other party. Use any way
you can think of to link the two parties, have them
communicate with each other, and then make the substitution.
- Try a new genre. Let the alternate party play horror,
mystery, espionage, and so on. If your campaign universe
permits it, switch to completely opposite genres like
fantasy to sci-fi (using the D&D Spelljammer rules, for
example).
- Higher level adventure. Let the players play more
powerful characters for a change. If you play D&D, for
example, this is a perfect way to overlap campaigns because
it's unlikely that the high-level PCs will have the same
goals/tasks as the low-level PCs. For other groups, this is
your chance to let players play nobles, politicians,
corporate executives, wealthy individuals, and PCs who could
start out with a large amount of power and/or authority.
- Lower level adventure. Remind players who have built-up
powerful characters during a long running campaign what it
feels like to start all over again. This can be a great cure
for boredom or lackluster creativity.
- Simulate an event for research. Perhaps you are running
some background events in your campaign and there are a few
spots of which you aren't sure. You could guess or make a
dice roll, or, you could try running an alternate set of PCs
through the scenario and watch how it all unfolds. Then,
during your regular game, you can reveal the events as a
piece of news, rumour or gossip.
Return to Contents
- Dive Into Alternate Reality
If a player or two don't show up, then now is your chance to
exercise the "weird" muscle in your brain. Run a bizarre,
alternate story for the session and resume regular play when
you have a full group again.
The nice thing about running an alternate reality story is
that you can usually warp time and location to suit your
short term story needs. If the party is camping and needs a
full group of PCs in the morning to face a tough adversary,
then you can flip into a shared dream sequence side
adventure that lasts 14 dream-days, but only lasts a few
hours in real story time, so that the whole group can wake up
and be ready to go next session.
Here are a few alternate reality suggestions:
- Dreams
- Alternate dimension
- Divine intervention
- Worm hole
- Alien abduction
- Any bizarre phenomena (watch Twilight Zone for inspiration)
- Hallucinations brought on by drugs, magic, poison...
If you can get your hands on some old D&D modules, these are
excellent alternate reality adventures:
- EX1 Dungeonland: Alice In Wonderland theme
- EX2 The Land Beyond The Magic Mirror: Part 2 to EX1
- X2 Castle Amber: a strange castle appears out of the mists
- X12 Skarda's Mirror: another dimension behind a magic
mirror
- I6 Ravenloft: the master of Ravenloft is having guests
*for* dinner, and you are invited...
Return to Contents
- List Of 28 Lame Excuses To Exclude A PC
Thanks for all of your submissions for lame excuses. I'm
hoping that you will print this list out and stick it in
your binder for inspiration when you need it. While some of
these excuses are stretched pretty thin, one of them may be
perfect the next time a player calls in to say he can't make
the game, or one of them might give you a great idea for
what to do with the absentee PC.
- PC charges first into battle and gets hit, knocking him
out for the rest of the battle or session.
- PC charges first into battle and suffers the effects of a
special ability of his foe (poison, stun, petrification),
knocking him out for the rest of the session.
- DM: "Such and such won't be here tonight, so this is
what you see: a bright light comes down from the heavens and
a spelljamming ship shaped like a giant snail [the trademark
spelljammer of mind flayers] sucks (missing player's PC) up
into the belly of the ship. You think you might have heard
his/her screams a few seconds later as the ship breaks for
high orbit."
Other PC: "Well, that's what he gets for putting that 18
into intelligence..."
- "Okay, where did we leave off? Oh yes. Your party has
just arrived back at the Frog and Toad Inn. All of a sudden,
four knights in black plate armor rush out of the tavern and
surround (missing player's PC). 'Schmeckle the Great,
you're under arrest for treason, conspiracy to commit
murder, and capital murder.' As the guards carry the
kicking and screaming (missing player's PC) away, a cloaked
and hooded man comes out of the tavern, chuckling and
jingling a heavy sack of gold. 'Fools,' he says, 'Any idiot
guard will believe anything a suggestion spell says.'"
- Character is justly arrested based on his previous
actions, adventure deeds, addictions or bad habits.
- PC goes on a personal quest to "tie up a loose end".
- PC is in the thrall of a seductive man/woman/monster
(yikes!).
- Character became lost or separated.
- Character falls into a chute or teleportation trap and
has been taken far away.
- PC becomes very ill and must be carried (flu, disease,
food poisoning).
- Character is kidnapped.
- PC is summoned by her family, ally or employer for
assistance.
- PC has an obligation and must leave (knightly duties,
receive an award, the family business).
- Character takes a break to tend something that's
important in his life but he has been neglecting while
adventuring (hobbies, old friends, romance).
- PC spots something everyone else has missed and takes
immediate action. For example, the character spies an
advance scout of the enemy and goes off to deal with him
alone without telling anyone in fear of alerting the scout.
- PC slips, hits her head and falls into unconsciousness
or a coma.
- Character disappears mysteriously, and the party gets
blamed for it (and must dodge the law/avengers-of-the-PC
while trying to solve the mystery).
- PC has an argument with the party and storms out.
- PC stays behind to watch the horses or guard the camp
(somebody's got to do it).
- Character is sent back to town for more supplies or to
run errands for the party.
- PC meets an old friend and takes off to party and
reminisce.
- Character has a horrible case of diarrhea.
- The absentee player has responsibilities at home to deal
with. Yard work, clean his clothes, buy groceries at the
market, and other mundane activities that typically don't
make it to cinematic treatment.
- The character is sent on a separate, but more mundane,
mission by his family or employer. For example, to deliver a
note.
- PC takes off to aid an NPC in a cause that will help the
party.
- Chaos is spreading. People and PCs are randomly
disappearing for irregular intervals (i.e. when players use
the washroom, miss a session, etc.). You can turn this into
an entire campaign plot!
- PC oversleeps.
- PC is too hung-over to be useful.
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Readers' Tips Of The Week:
- Switching Genres Without Switching Games
From: Shadowjack
Bryan S.'s and David H.'s tips on switching genres http://www.roleplayingtips.com/issue75.asp#5 can also be done without changing the entire focus of the
campaign, if you keep an eye open. Many game worlds can be
run with an entirely different focus if you pay attention to
the background hints and clues in the worldbooks (or make up
your own).
For instance, I've been using the old Call of Cthulhu
campaign "Call of Yog-Sothoth" for one of the main story
arcs in my Earthdawn campaign, and it works just fine with
minor alterations. Earthdawn's background has a lot of
Lovecraftian references in it - if you've played it, simply
replace "Books of Harrow" with "Necronomicon", and
"Horrors" with "Great Old Ones" - and it's easy to emphasize
the horror aspect over the epic fantasy aspect, without
going to the trouble of changing games on the poor players.
- Encourage Roleplaying Through Planning
From: Andrew G.
Here's an idea I thought I'd share.
My Metascape (genre: space opera) campaign is based on
missions. The players are called to the briefing room and
given a mission. They then go off and complete the mission,
and return to home base for their rewards (pay and
experience points). A single mission generally takes several
sessions of game play.
The last mission I sent them on, I required them to submit a
mission plan to their briefing officer. They were all set to
go off as soon as I told them what they had to do, but I
stopped them from going until they had a clear plan. It was
the first time I had done this.
It worked. After some debate, they came up with a brilliant
plan, which I hadn't for a moment considered they might try.
(The mission in this case was a hostage extraction from a
planet embroiled in a civil war. They decided to pose as
arms dealers and attempt to sell a new perimeter defence
system to the hostage takers - installation included - then
reprogram the defence system to let them get the hostages
out.)
If I hadn't forced them to submit a mission plan, they would
have just barged in with guns blazing. Instead they were
able to get some weapons from their organisation to sell
before heading in, their commander had a clear idea of what
was going to happen, and the whole plot became one of
roleplaying, instead of rollplaying.
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- Lamination Tips
From: Jay H.
The best present a DM can buy him/herself is an A4
laminator. Not only does it give your reference sheets, maps
and notes a professional look but it makes them really
functional too:
- You can stick two or three together at the edges to make a
personalised DM Screen or folder.
- Two or three water soluble OHP transparency Pens plus a
laminated blank sheet of paper makes an excellent small
whiteboard, ideal for drawing quick maps or taking temporary
notes.
- And my personal favourite tip: laminate a blank sheet of
squared paper. Give it to the player who draws the maps
along with another OHP transparency pen. Voila! Instant
reusable map paper!
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- Introduce People To Roleplaying By Having Them Play Themselves
From: Kang316
Roleplay yourself.
This is possibly the scariest type of
roleplaying. I find it's a good way of introducing people
to the hobby. Get a group of people who might be
interested and put them roleplaying *themselves* in
a situation. No character rolling required. In
addition to giving the new group a taste of each
other's abilities, it gives them a taste of each other
too. Sometimes hidden things are brought to the
surface by this exercise.
Note, however, that this only works with a group really
willing to roleplay. Otherwise, you end up with a group of
people who'll roleplay themselves the way they *want* to be,
not the way they *are*. After an exciting session like
that, newbie players will be eager to come back the next
game night and *really* start playing.
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- Alternate Sources & Types Of Mapping Paper
From: David Ackerman
[Johnn: this is in response to the tip about using wallpaper
for maps and notes from issue 66 ]
Wallpaper can be rather expensive. A cheaper source may be
your local newspaper. See if they will sell you some of
their tag-end newsprint rolls. The paper for printing
newspapers comes on huge rolls weighing hundreds of pounds.
When a roll gets near the end, rather than have it run out
in the middle of a print job, they yank the used roll and
put in a fresh one. The used rolls weigh only about 15-20
pounds and typically have a good 100-200 feet of paper still
on them. It's good, wide paper, too - the width of a fully-
opened newspaper (or sometimes twice that width depending on
the printing press).
Some newspapers will give you one or two old rolls for free,
others will charge you, others won't let you have them at
all - it depends. But it's worth checking out.
Also check out office supply stores and catalogs for
specials on those flip-chart pads. Many come either blank
or with one-inch square grid in pale blue. They list for
about $25 US apiece, but sometimes you can buy them through
mail order for as little as $10-15 each, especially if you
buy in bulk.
Some also come with Post-it Note stickum on the back, so you
can slap them up on the wall. Recently, a more expensive
kind has appeared with no stickum - it uses static cling to
stick itself to the wall, with no chance of leaving marks.
Not just maps, but lists of NPCs, inventories of treasure
found, and recaps of What Happened Last Session are all good
candidates for flip-chart notes. You don't really need the
special, expensive flip-chart easel - any old easel will do
(I picked mine up at a garage sale for $1.50).
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