• gerusz@ttrpg.network
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      1 year ago

      This was my motivation behind allowing more players in the first place. My previous group basically fell apart because I had 3 players and when one of them canceled last minute - which was basically all sessions - there weren’t enough players for a session. When one of those players dropped out permanently, I went online to look for more players, and I figured: “Hey, if I have 6 players with the same flake ratio then I’ll have a 4-person party most of the time. Let’s do this!”

      But then the fuckers started showing up consistently for every session!

      And even though I’m a noob (well, not so much since I’ve been DMing for a year now, 7 months of this for this large weekly group… but I still have no idea what I’m doing) I still have to make some new applicants take a number. Which just underlines how much of a DM/player imbalance there is.

      (I’m planning to split the group based on player experience level into two biweekly campaigns of 5 players, that way I might be able to allow a couple of newer players to join and still preserve what was left of my sanity.)

      • Jorgelino@lemmy.ml
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        1 year ago

        But then the fuckers started showing up consistently for every session!

        Suffering from success

      • CeruleanRuin@lemmings.world
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        1 year ago

        I wonder if there would be a way to consistently split a single character across two or more people. Maybe that character has a fantasy version of dissociative identity disorder. Sometimes they go multiple sessions under control of one player or another, and sometimes there are multiple players in the driver’s seat in a single session, either taking turns or controlling different aspects of that character, a la Everyone is John.

        • gerusz@ttrpg.network
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          1 year ago

          If 1-2 players are missing then their characters receive the Talisman of Protection from DM Stupidity and I take them over in combat.