this post was submitted on 08 Mar 2025
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[–] slyflourish@ttrpg.network 10 points 1 day ago (2 children)

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.

[–] dumblederp@aussie.zone 3 points 1 day ago (1 children)

I like six players, run with three, if you can't make it someone runs your character. If three can't make it everyone runs two characters.

[–] Ziggurat@jlai.lu 4 points 6 hours ago

You don't even need to have someone else running their character. Just say that the character is busy/drunk/sick whatever match their role-play. Or simply have an agreement with the PC that despite being unrealistic for the sake of the game, nobody will wonder why a character can be absent in the middle of space or a dungeon without any justification.

I understand that in game with a big focus on party balance/tactic it may-be different but this kind of the game is the exception not hte norm