Meteors. Zombie swarms. Conventions for Japanese cartoons. Jesus. There are probably a thousand things that can prevent a player from attending the session, and I’ve heard two-hundred thirty-eight of them. So when something explodes and a player can’t attend a session, what can you do to keep things steady?
Assume for a second that you’re not just canceling the session. If you know you’re going forward, there area a few options depending on you, your players, and your campaign’s story. Each requires a different amount of time and effort, and each has its own drawbacks and advantages.
The quickest and laziest method is to treat the character like they aren’t there. They disappear at the beginning of the session and arrive again at the beginning of the next session, and there’s no explanation. The character could also be there, not participating. We call this Mark the Redding, after the character in The Gamers. It means that players can pop in and our of the campaign without worrying about anything else, and it means that nothing happens to the character while the player isn’t there. But it’s a huge story break, and it leaves a bunch of unanswered questions about what the character is doing, where they are, and why no enemies have an opinion about them. It also swings the session balance in a different direction, as the party is suddenly without their healer or diplomat.
Another idea is to have the DM or another player run the character of the missing player. This requires that somebody has the character sheet or other information beforehand, but it means that the character can continue to lend their talents and gain experience and loot like normal. It does, however, mean that the character can die or spend resources without their player’s consent. Also, this works with some systems and some characters better than others; most players can pick up a 3rd Edition fighter and play him without a lot of knowledge about the character’s intricacies because it’s factored into the sheet. But picking up a spellcaster, a high-level character, or basically any 4th Edition character can be a huge pain if it’s the first time you’ve seen them. In general, the more powerful the build is, the harder it is to run it on the fly and the less this method works, and players love making unnecessarily complicated characters in the name of power.
A method I’ve been using lately is to leverage the companion characters from the Dungeon Master’s Guide 2. Basically, they’re half-characters, in that they have roles and some class powers but no equipment or feats and level-based attack bonuses and damage. They’re designed for short-term NPCs, but you can also make a companion version of your PCs, a low-maintenance version of them for sessions where the player can’t attend. They can’t spend consumable resources (unless they die) and they still get experience and loot. It even works in-story as long as you can explain why a character is suddenly, temporarily de-powered (a bad night’s sleep?). It does require that you maintain the characters occasionally, but it’s not hard to put them into Excel or OpenOffice and build most of their stats as a formula based on level. The biggest downside of this method is that it really only works in 4th Edition, because 3E has nothing at all like it.
The most difficult method is to design an NPC to temporarily replace the character. You can make them as simple or as complex as you want, give them whatever equipment you think makes sense, and even give them abilities that you think the party needs. If they die, the party is only minorly inconvenienced, and if they live the party might even get a long-term ally out of it. But preparing an NPC for each situation is time-consuming and potentially complicated for the DM. In a similar vein, players could prepare their own backup replacements. That is, if a player can’t bring their swashbuckler, they have a less-complicated, probably lower-level fighter prepared. This puts the onus on the players, but it means nobody has to create more than one backup character, and the entire party gets a set of backups to perform tasks like maintaining a base or working on lower-level quests off-camera (or retrieving the main party’s corpses after they die).
These are the only ideas I’ve come up with, and each has met with varying degrees of success. In general, I don’t have a lot of respect for the Mark the Red method because it violates the story far harder than my comfort level allows. And I’ve never seen somebody understand another player’s character sheet, even when they’ve watched that character for a year. I like the companion characters, but I really like NPCs and backup characters, especially when the players have a hand in designing them, because it expands the world more and occasionally scratches that my-character-feels-stale itch.
I’m wondering if anybody else has tried anything to deal with a missing player or character. Luckily, this is the intertruck, and I can just ask for stories in the comments.
Re: Why we pick bad leaders, and how to spot the good ones
A neat article pooped up in Google Spotlight this week : Why we pick bad leaders, and how to spot the good ones. It’s not the most well-written article I’ve read this week, and it doesn’t have any earth-shattering research or world-changing analysis, but it does have application to what makes a good DM.
“Leader” is a good, if incomplete, word for a DM. A DM has to get people together, manage different personalities and time constraints, and moderate to keep everybody on the same page. Unlike a business leader, they don’t have to manage their people unless something at the table requires clear intervention, and they don’t perform any in-character delegation. Their job isn’t really to lead the party, but rather to lead the session and tell their story, present challenges, and make sure everybody is having fun.
With that in mind, I think we can draw clear parallels between Cohn’s article and the role of a DM. It lists a few traits that don’t make a good leader, particularly “a candidate’s charm, their stellar résumé or their academic credentials”. These correlations are fairly obvious. A good DM is not determined by their at-table personality (I’ve seen plenty of good players be average or lousy DMs), their past success in DMing (each new campaign, party, and set of players is a new challenge, and some DMs just don’t click with some challenges), or their knowledge of the system (it should go without saying, but encyclopedic knowledge of the system doesn’t make a person fit to design something in that system).
Some of the traits of good leaders are a little more vague, but here’s how I think they relate:
Ricky Gervais aside, I’m pretty sure this article is more targeted to the current election season than to business, and that works better for my comparison. DMs aren’t promoted, they’re elected. They don’t answer to management, they answer to the people who elected them. And it’s rare for a DM to not serve at least one term (the length of a campaign) unless they quit before then.
Having all seven of the traits above is rare. Everybody
hasshould have them in some capacity, but most people can only expect to have a few of them enough to register as a courageous or empathetic DM. It can also be hard to figure out which ones a person has or doesn’t have until you sit through a campaign with them, and it’s even harder to see them in yourself. After years of running games, I think I’m good at passion, vision, and judgment and lousy at empathy, and emotional intelligence, which means that I create and run magnificent campaigns and I can’t figure out why my players don’t think I’m as great as I do.