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	<title>Comments on: Ways to Handle Missing Players</title>
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	<link>http://www.treasuretables.org/2007/10/ways-to-handle-missing-players</link>
	<description>Game mastering advice, ideas &#038; resources &#8226; Dedicated to helping GMs</description>
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		<title>By: GilaMonster</title>
		<link>http://www.treasuretables.org/2007/10/ways-to-handle-missing-players/comment-page-1#comment-13790</link>
		<dc:creator>GilaMonster</dc:creator>
		<pubDate>Sat, 27 Oct 2007 14:34:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/2007/10/ways-to-handle-missing-players#comment-13790</guid>
		<description>I&#039;ve been playing short one player for 3 games now. the guy&#039;s got problems at work. I&#039;ve just worked him out of the story. It helps that my campaign is modern day city based.

The character&#039;s been getting special lessons from his sensei for the week that has passed. Something about him having missed too many classes for no good reason.

I&#039;m alos playing out by mail with the absent player, what investigations he&#039;s char has been up to in the evenings.

When he finally comes back, I forsee a nice amount of &#039;you did what?&#039; kind of revelations</description>
		<content:encoded><![CDATA[<p>I&#8217;ve been playing short one player for 3 games now. the guy&#8217;s got problems at work. I&#8217;ve just worked him out of the story. It helps that my campaign is modern day city based.</p>
<p>The character&#8217;s been getting special lessons from his sensei for the week that has passed. Something about him having missed too many classes for no good reason.</p>
<p>I&#8217;m alos playing out by mail with the absent player, what investigations he&#8217;s char has been up to in the evenings.</p>
<p>When he finally comes back, I forsee a nice amount of &#8216;you did what?&#8217; kind of revelations</p>
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		<title>By: Brian Gibbons</title>
		<link>http://www.treasuretables.org/2007/10/ways-to-handle-missing-players/comment-page-1#comment-13774</link>
		<dc:creator>Brian Gibbons</dc:creator>
		<pubDate>Thu, 25 Oct 2007 19:50:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/2007/10/ways-to-handle-missing-players#comment-13774</guid>
		<description>One thing to note is that it&#039;s important for there to be group buy-in on how to handle PC absences, particularly how IC/OOC the effects are.  (For example, does the character who spent the night tending the horses get chided for his cowardice the next session.)

Shortly after one memorable campaign I played in had started up, the player of a &quot;dark mysterious loner&quot; rogue did not show up, so the GM decided that the PC simply slipped away from camp in the night without telling anyone... shortly before the gaming session started with our camp being ambushed.

Upon the player returning for the next session and his PC strolling back into camp, he was surprised to be greeted by the rest of the party knocking him unconscious, stripping him of all of his belongings and interrogating him as to his connection to our mysterious attackers.

I&#039;m sure the rest of the players found the situation slightly more amusing than did either the absent player or the GM.</description>
		<content:encoded><![CDATA[<p>One thing to note is that it&#8217;s important for there to be group buy-in on how to handle PC absences, particularly how IC/OOC the effects are.  (For example, does the character who spent the night tending the horses get chided for his cowardice the next session.)</p>
<p>Shortly after one memorable campaign I played in had started up, the player of a &#8220;dark mysterious loner&#8221; rogue did not show up, so the GM decided that the PC simply slipped away from camp in the night without telling anyone&#8230; shortly before the gaming session started with our camp being ambushed.</p>
<p>Upon the player returning for the next session and his PC strolling back into camp, he was surprised to be greeted by the rest of the party knocking him unconscious, stripping him of all of his belongings and interrogating him as to his connection to our mysterious attackers.</p>
<p>I&#8217;m sure the rest of the players found the situation slightly more amusing than did either the absent player or the GM.</p>
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		<title>By: Alex Schröder</title>
		<link>http://www.treasuretables.org/2007/10/ways-to-handle-missing-players/comment-page-1#comment-13745</link>
		<dc:creator>Alex Schröder</dc:creator>
		<pubDate>Wed, 24 Oct 2007 19:21:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/2007/10/ways-to-handle-missing-players#comment-13745</guid>
		<description>I&#039;m with Walt C – characters just pop in and out of existence and we ignore it IC. It also has the nice side effect that when the Wizard goes missing we&#039;ll have emails, &quot;You ABSOLUTELY HAVE TO MAKE IT FOR NEXT SESSION, please, please, Pleaaaaaaase!!!&quot; OC fun. :)</description>
		<content:encoded><![CDATA[<p>I&#8217;m with Walt C – characters just pop in and out of existence and we ignore it IC. It also has the nice side effect that when the Wizard goes missing we&#8217;ll have emails, &#8220;You ABSOLUTELY HAVE TO MAKE IT FOR NEXT SESSION, please, please, Pleaaaaaaase!!!&#8221; OC fun. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: ScottM</title>
		<link>http://www.treasuretables.org/2007/10/ways-to-handle-missing-players/comment-page-1#comment-13724</link>
		<dc:creator>ScottM</dc:creator>
		<pubDate>Tue, 23 Oct 2007 03:33:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/2007/10/ways-to-handle-missing-players#comment-13724</guid>
		<description>Those three were the only options we saw when we &lt;a href=&quot;http://www.scottrpg.com/llamafodder/2005/03/missing_players.htm&quot; rel=&quot;nofollow&quot;&gt;discussed this&lt;/a&gt; a couple of years ago in our group.  [Though we called it &quot;puppeting and etherealism&quot;, it was the same core concepts.]

It&#039;s hard-- there isn&#039;t a good option that&#039;s easy to implement and keeps the campaign &quot;feeling real&quot;.</description>
		<content:encoded><![CDATA[<p>Those three were the only options we saw when we <a href="http://www.scottrpg.com/llamafodder/2005/03/missing_players.htm" rel="nofollow">discussed this</a> a couple of years ago in our group.  [Though we called it "puppeting and etherealism", it was the same core concepts.]</p>
<p>It&#8217;s hard&#8211; there isn&#8217;t a good option that&#8217;s easy to implement and keeps the campaign &#8220;feeling real&#8221;.</p>
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		<title>By: brcarl</title>
		<link>http://www.treasuretables.org/2007/10/ways-to-handle-missing-players/comment-page-1#comment-13719</link>
		<dc:creator>brcarl</dc:creator>
		<pubDate>Mon, 22 Oct 2007 19:59:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/2007/10/ways-to-handle-missing-players#comment-13719</guid>
		<description>During our social contract discussion, we agreed that we&#039;d have PCs of missing players fade to the background, but only if it could be done in a way that wasn&#039;t jarring to the story.  If the group begins a session in mid-adventure, then a player takes primary responsibility for the missing-player PC (MPPC?), with the group (including GM) giving input on how s/he would act in various situations.

As for XP, we do it like Telas: 1/4 to zero XP if the PC fades out; 1/2 or more if puppet-ed.</description>
		<content:encoded><![CDATA[<p>During our social contract discussion, we agreed that we&#8217;d have PCs of missing players fade to the background, but only if it could be done in a way that wasn&#8217;t jarring to the story.  If the group begins a session in mid-adventure, then a player takes primary responsibility for the missing-player PC (MPPC?), with the group (including GM) giving input on how s/he would act in various situations.</p>
<p>As for XP, we do it like Telas: 1/4 to zero XP if the PC fades out; 1/2 or more if puppet-ed.</p>
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		<title>By: OUTRIDER</title>
		<link>http://www.treasuretables.org/2007/10/ways-to-handle-missing-players/comment-page-1#comment-13717</link>
		<dc:creator>OUTRIDER</dc:creator>
		<pubDate>Mon, 22 Oct 2007 18:15:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/2007/10/ways-to-handle-missing-players#comment-13717</guid>
		<description>We use having the players play the missing characters.  We have the characters sheets and now have them all online so a print out can be made if somebody is missing.  The groups are pretty tight knit so there isn&#039;t too much of a problem.</description>
		<content:encoded><![CDATA[<p>We use having the players play the missing characters.  We have the characters sheets and now have them all online so a print out can be made if somebody is missing.  The groups are pretty tight knit so there isn&#8217;t too much of a problem.</p>
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		<title>By: Telas</title>
		<link>http://www.treasuretables.org/2007/10/ways-to-handle-missing-players/comment-page-1#comment-13716</link>
		<dc:creator>Telas</dc:creator>
		<pubDate>Mon, 22 Oct 2007 18:15:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/2007/10/ways-to-handle-missing-players#comment-13716</guid>
		<description>&lt;b&gt;I ask the player what he wants done. &lt;/b&gt; Historically, this is accompanied by an XP penalty (no XP if you disappear, half if you&#039;re played by someone else), but I&#039;m moving away from that mode of XP.  If the player doesn&#039;t say, then his character fades.  

If another player is running someone&#039;s character there is always the GM Veto if they get out of hand, or if the player forgets or ignores something the character would know.</description>
		<content:encoded><![CDATA[<p><b>I ask the player what he wants done. </b> Historically, this is accompanied by an XP penalty (no XP if you disappear, half if you&#8217;re played by someone else), but I&#8217;m moving away from that mode of XP.  If the player doesn&#8217;t say, then his character fades.  </p>
<p>If another player is running someone&#8217;s character there is always the GM Veto if they get out of hand, or if the player forgets or ignores something the character would know.</p>
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		<title>By: Frost</title>
		<link>http://www.treasuretables.org/2007/10/ways-to-handle-missing-players/comment-page-1#comment-13715</link>
		<dc:creator>Frost</dc:creator>
		<pubDate>Mon, 22 Oct 2007 17:59:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/2007/10/ways-to-handle-missing-players#comment-13715</guid>
		<description>Attendance is a rarity (fortunately), but because of work and family schedules, there are occasional absences.  

We&#039;ve tried having the PC fade into the background, but since we have a fairly balanced party, they notice when a PC is absent.  We then have everyone identify a player they felt comfortable running their PCs if they were absent.  This has been going fairly well until we got to the mid-levels.  As stupidranger pointed out, things can get pretty busy during encounters.  It&#039;s tough enough to decide what your primary PC is going to do without having to think about the second one.

I as a DM, make adjustments as well.  I may change the configuration of monsters.  I&#039;ll switch out a diplomacy encounter for a combat one if the bard&#039;s player is absent, for example.</description>
		<content:encoded><![CDATA[<p>Attendance is a rarity (fortunately), but because of work and family schedules, there are occasional absences.  </p>
<p>We&#8217;ve tried having the PC fade into the background, but since we have a fairly balanced party, they notice when a PC is absent.  We then have everyone identify a player they felt comfortable running their PCs if they were absent.  This has been going fairly well until we got to the mid-levels.  As stupidranger pointed out, things can get pretty busy during encounters.  It&#8217;s tough enough to decide what your primary PC is going to do without having to think about the second one.</p>
<p>I as a DM, make adjustments as well.  I may change the configuration of monsters.  I&#8217;ll switch out a diplomacy encounter for a combat one if the bard&#8217;s player is absent, for example.</p>
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		<title>By: Frank Filz</title>
		<link>http://www.treasuretables.org/2007/10/ways-to-handle-missing-players/comment-page-1#comment-13709</link>
		<dc:creator>Frank Filz</dc:creator>
		<pubDate>Mon, 22 Oct 2007 16:20:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/2007/10/ways-to-handle-missing-players#comment-13709</guid>
		<description>Trying to run someone else&#039;s complex character is definitely an issue, and in such games, may suggest that finding some way to write PCs of absent players out of scenes may be the best solution.

The problem of players mis-playing someone else&#039;s PC is why I think something between &quot;another player plays the PC&quot; and &quot;the GM plays the PC&quot; is better than having one single person responsible. With essentially everyone having responsibility, it&#039;s less likely the PC will be played horribly out of character.

I think a certain level of script immunity or at least script protection can make sense. At a minimum, if you&#039;re at all unsure if the player would actually have his PC do something, consider using a light hand in resolving the questionable scene.

On the other hand, script immunity can be annoying and disruptive to the game. If players meta-game and say &quot;hey, send in Joe because he has script immunity,&quot; someone is going to become dissilusioned with the game.

The horse guard is a nice solution that maintains reasonable continuity while giving the PC relative protection (so long as the GM isn&#039;t in the habit of actually threatening the horse guard).

Of course this also ties into how XP is handled for these PCs (which has been discussed before on Treasure Tables if I recall).

Frank</description>
		<content:encoded><![CDATA[<p>Trying to run someone else&#8217;s complex character is definitely an issue, and in such games, may suggest that finding some way to write PCs of absent players out of scenes may be the best solution.</p>
<p>The problem of players mis-playing someone else&#8217;s PC is why I think something between &#8220;another player plays the PC&#8221; and &#8220;the GM plays the PC&#8221; is better than having one single person responsible. With essentially everyone having responsibility, it&#8217;s less likely the PC will be played horribly out of character.</p>
<p>I think a certain level of script immunity or at least script protection can make sense. At a minimum, if you&#8217;re at all unsure if the player would actually have his PC do something, consider using a light hand in resolving the questionable scene.</p>
<p>On the other hand, script immunity can be annoying and disruptive to the game. If players meta-game and say &#8220;hey, send in Joe because he has script immunity,&#8221; someone is going to become dissilusioned with the game.</p>
<p>The horse guard is a nice solution that maintains reasonable continuity while giving the PC relative protection (so long as the GM isn&#8217;t in the habit of actually threatening the horse guard).</p>
<p>Of course this also ties into how XP is handled for these PCs (which has been discussed before on Treasure Tables if I recall).</p>
<p>Frank</p>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2007/10/ways-to-handle-missing-players/comment-page-1#comment-13706</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Mon, 22 Oct 2007 15:40:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/2007/10/ways-to-handle-missing-players#comment-13706</guid>
		<description>(stupidranger) &lt;i&gt;This seemed like a great idea when we were all lower levels, but as we’re now all 18th level, it’s sometimes hard to pick up another character sheet and figure out what all that character is capable of accomplishing.&lt;/i&gt;

That&#039;s a great point. I know I forget stuff my D&amp;D character can do at 11th -- I can only imagine what 18th will be like. And trying to run my PC and someone else&#039;s at the same time would, for me, be a trainwreck.</description>
		<content:encoded><![CDATA[<p>(stupidranger) <i>This seemed like a great idea when we were all lower levels, but as we’re now all 18th level, it’s sometimes hard to pick up another character sheet and figure out what all that character is capable of accomplishing.</i></p>
<p>That&#8217;s a great point. I know I forget stuff my D&amp;D character can do at 11th &#8212; I can only imagine what 18th will be like. And trying to run my PC and someone else&#8217;s at the same time would, for me, be a trainwreck.</p>
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		<title>By: SirCrash</title>
		<link>http://www.treasuretables.org/2007/10/ways-to-handle-missing-players/comment-page-1#comment-13704</link>
		<dc:creator>SirCrash</dc:creator>
		<pubDate>Mon, 22 Oct 2007 15:19:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/2007/10/ways-to-handle-missing-players#comment-13704</guid>
		<description>A variant of having another player take over the PC is to enlist a member of another gaming group by the same GM. Often, this person will be friends with at least one of the other players and (if this is a custom world) may be familiar with the backstory enough to minimize lots of prep/discussion at the begining. In our case, both parties are playing in different parts of the same world, and at different power levels, so it&#039;s interesting for the sub-ing player to see some common things from a different perspective.</description>
		<content:encoded><![CDATA[<p>A variant of having another player take over the PC is to enlist a member of another gaming group by the same GM. Often, this person will be friends with at least one of the other players and (if this is a custom world) may be familiar with the backstory enough to minimize lots of prep/discussion at the begining. In our case, both parties are playing in different parts of the same world, and at different power levels, so it&#8217;s interesting for the sub-ing player to see some common things from a different perspective.</p>
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		<title>By: Lee</title>
		<link>http://www.treasuretables.org/2007/10/ways-to-handle-missing-players/comment-page-1#comment-13701</link>
		<dc:creator>Lee</dc:creator>
		<pubDate>Mon, 22 Oct 2007 15:05:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/2007/10/ways-to-handle-missing-players#comment-13701</guid>
		<description>We usually have soanother player double up on PCs anymore.  Our big group has had a few players who are absent often, so we&#039;ve developed some expertise with our &quot;second&quot; PCs.  Some people are not allowed to touch some characters, since the dice don&#039;t seem to like certain combinations, leading to many near-deaths.  Our GM has a gentle moratorium on killing non-present PCs, which is possibly why our #1 line-fighter is still with us.
   In some games, we have had the absent PCs take up &quot;horse-holder&quot; roles, particularly in my Serenity game-- someone&#039;s got to watch the ship when the others head out.  
    I&#039;ve also found it&#039;s a good excuse to not have to use whatever disease rules are in the game-- an absent PC has the flu, or whatever ague is going around, or is just too hung-over to play.</description>
		<content:encoded><![CDATA[<p>We usually have soanother player double up on PCs anymore.  Our big group has had a few players who are absent often, so we&#8217;ve developed some expertise with our &#8220;second&#8221; PCs.  Some people are not allowed to touch some characters, since the dice don&#8217;t seem to like certain combinations, leading to many near-deaths.  Our GM has a gentle moratorium on killing non-present PCs, which is possibly why our #1 line-fighter is still with us.<br />
   In some games, we have had the absent PCs take up &#8220;horse-holder&#8221; roles, particularly in my Serenity game&#8211; someone&#8217;s got to watch the ship when the others head out.<br />
    I&#8217;ve also found it&#8217;s a good excuse to not have to use whatever disease rules are in the game&#8211; an absent PC has the flu, or whatever ague is going around, or is just too hung-over to play.</p>
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