It’s game day. Time to sit down for session twenty-two of your long-running campaign. Everyone knows their characters inside and out, people are really falling into the groove of role-playing and using their abilities well, and the campaign is moving along well. The heroes have made their way from being a rag-tag band of misfit strangers into a well-oiled team, and they’re progressing towards facing the Big Bad.
And then someone has an emergency and can’t make the session.
What do you? I mean, you can certainly cancel the game entirely. That’s always an option, but probably not the best one. After all, everyone was psyched to play, there’s creative energy to be harness, and in non-COVID times, it’s likely that some people have even travelled some distance to get to the game. Also, if you’re playing the game for a streaming network or a podcast, well, you have an audience to satisfy.
You can play the game without them. Most people will understand and say “Sure, someone can NPC Johunk the Barbarian, just don’t get me killed,” when they can’t make a session. And most GMs have learned to essentially make the person an invisible companion during those times. But that’s also unsatisfying, especially if there are major plot points that are going to be dealt with that session, or something very specific to the character. Having Johunk the Barbarian’s ex-boyfriend show up with a grudge during a session when Johunk is an NPC is far from ideal.
The third option is “Let’s do something different for a session.” This is when you can pull out a board game, or another RPG, or another campaign from within the same RPG, that doesn’t require the missing player.
We recently ran into that on Something… Something… Dragons. We were going to be missing a player for two-to-three weeks, so we decided to divert from the Carrion Crown Adventure Path for Pathfinder, 1st Edition and instead we did a couple of sessions playing Mutants & Masterminds, 3e. One thing that worked out well in this case is that superheroes are, by their nature, usually able to have people come and go between “missions” in a way that works for Pathfinder Society play, but doesn’t usually fit into an AP. I can’t just have Elyris go missing for three weeks, but no one wonders if Lightray isn’t able to join the team for one mission with superheroes.
For this reason, I highly encourage people to have back-ups to play. It can be another RPG, it can be a board or card game, whatever. But having something else to do on Game Night when a player suddenly can’t make it will definitely help keep the fun and excitement in the group and keep anyone from feeling like they wasted their night.
Plus, the side-quest can do a lot to make sure that everyone is all the more excited to get back to the main story.



A couple of weeks ago, I had an interesting opportunity as a Game Master, and it didn’t even require me showing up to the table. I had to miss our weekly Monday night
One of the best things you can do as a successful Storyteller/GM is run a clean Session Zero. Of course, you’ll ask the basics about the character concepts your players have come up with, but there’s more to it than that. Thoughtful questions for your players are essential to running an amazing campaign. Knowing what your players are looking for, making a safe environment, capturing themes to explore or avoid: these are all pivotal fundamentals in assuring your success. Here are a few questions to ask of your players to make sure they’re comfortable and ready to enjoy themselves. After all, fundamentals are the building blocks for fun.
Game Mastering is one of the hardest ways you can have fun. It is a job with an inherently large amount of work both during session and outside of the game. There’s adventure prep (either writing their own or modifying a module), character coordination, handout creation, and/or research. Some have to then load all of that stuff into the virtual tabletop or print a bunch of stuff off to bring along to game night. Even with all of that work, there’s no guarantee that the session will go well. Even after all these years, every time I sit down to run a game, there’s this nervous feeling that the players won’t enjoy the game I’ve prepared. However, it isn’t wholly the GMs fault or responsibility for the game to go well. Players have just as much, if not more, of an impact on creating memorable adventures or campaigns.
Let’s face it: if you’re like most people, you don’t like talking about your flaws. I know I don’t like mentioning my irrational fears, my vices, my obsession with all things cotton candy… But enough about me. On to serious matters.
Today’s the day, it’s the start of your new campaign. You held your session 0, got all the players together and ran them through creating a group ready to embark on the adventures you’re about to set in front of them. And then, an hour or two into the campaign, there’s no enthusiasm, no buying in for the plot hooks. The players look disinterested, the characters aren’t meshing like everyone thought, it seems to be a train wreck. Have you had this happen before? Or something similar, like something tragic happens and your players suddenly dislike the way the game is going? Are you ready to handle this if it occurs?
One of the things that most of us like about TTRPGs is our ability to leave the real world behind. We can examine strange worlds, imagine having incredible powers, fight off monsters that we would be powerless against, and otherwise do the impossible.
X-Card
The Consent Flower