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GameMastery Guide / Getting Started / Rules of the House

Calling off a Session

Source GameMastery Guide pg. 14
After how many bail-outs do you call off the game for the night? The answer to this question may depend on the size of your group. Obviously, if you have only one or two players, then a single absence makes play infeasible. With a larger group, you have more flexibility. Some GMs make it a rule to run for no fewer than two or three players. Others require a larger percentage of the party.

One way to deal with a session that only half the players can attend is to split the party and allow those present to pursue a side adventure for an evening. In this case, it pays to keep a small-group adventure available.

If absences become a chronic problem, some GMs may choose to invite slightly more players into a campaign than they need, with the assumption that one or two will always have scheduling conflicts. While it can be fun to have a rotating cast, this method can also require both the players and the GM to play fast and loose with continuity and bookkeeping... and requires the GM to be comfortable running a big group if everyone shows up.