Running a drop-in tabletop RPG with a plot-- your tips and tricks?
July 2, 2014 8:02 PM Subscribe
I'm running my first campaign, and because I have a large stable of potential players all with limited availability, the first decision I made was that it would work as a drop-in game. I want to be able to run it with as few as two players at a time. I'm trying to adjust the game's structure accordingly, with a caveat.
posted by dee lee to Sports, Hobbies, & Recreation (8 answers total) 8 users marked this as a favorite
At the same time, I don't want to do a series of one-offs or isolated dungeon runs, but to have the party traveling as part of a large group, working towards a larger goal, with individual PCs taking the spotlight when their players are present and fading into the crowd otherwise. I know it's ambitious. Halp?
I've chosen Fate Core for the system, the setting is homebrewed high fantasy (starting in a coastal city), and the players will play high-level characters from the start.
Ideas I've run into or come up with so far are:
-Focusing on group conflicts and group goals
-Maintaining an email list with session summaries
-Generating, with players, a list of things their individual PC might be doing while not in play
-Having them all belong to one organization which organizes the missions, or
-Having them all belong to separate organizations that send them on outside errands
-Using a cosmic trapdoor or other deus ex machina to explain the rotating cast, for fun's sake
-Having the same PCs involved each session, but run by different players
-Running the player's PCs myself when they are absent (not partial to this)
I'm hoping to add to the list and/or choose between items, and I would appreciate AskMe's input.