• Adrius@ttrpg.network
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    2 months ago

    The problem only happens when a group feels they need to delay if someone can’t make it. As a GM I have a set day/time and play without the missing players.

      • Adrius@ttrpg.network
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        2 months ago

        I still play even if 2+ can’t make it. It will depend on your group but my group of 6 has 2 very flaky players.

    • tissek@ttrpg.network
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      2 months ago

      If there are three players present I’ll run. Unless there is something big upcoming, then we’ll discuss if we want to postpone. I usually say “I want four players, so I’ll recruit to five, and run with three”.

  • Mike (Sly Flourish)@ttrpg.network
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    2 months ago

    Really fun video. Getting a consistent group together is probably the hardest part of running a game. If you can enjoy a game with even as few as one or two players, that can work well.

    I use a few tricks to keep groups going:

    • Have six full-time players.
    • Have two “on call” players – these are players who are interested but might not be able to commit regularly and are willing to jump in when a spot is open.
    • Run with as few as four. This means it takes five people cancelling before you can’t run a game.
    • Run at a consistent time each week.
    • Run shorter games – I go for 3 hours.

    That’s helped me keep multiple groups going for ten years with one group consistent for about 20 years.