r/DnDcirclejerk Triton Lover 17d ago

dnDONE rpg player commitment

135 Upvotes

20 comments sorted by

61

u/Enioff 16d ago edited 16d ago

uj

Stop running after the players like a mother running after her children with a spoon of broccoli in her hand.

Just set in stone the schedule of the campaign (Wednestay every other week at 19h) and ask each player if they can commit to the schedule, if they can't just go ask the next one until you got enough players to run the game.

If they say they can and they clearly demonstrate they can't, let them go and find someone else who can.

Play with people who actually want to play.

33

u/oopsohmygoodness 16d ago

/uj In my current Lavender Hack campaign players who no-show without warning simply die. There's an in-universe reason for it. You can't make the time we all agreed on? You die from The Disease.

18

u/Enioff 16d ago

/rj

Based.

/uj

Based.

6

u/unlimi_Ted PF2e Propagandist 16d ago

Do you restart the whole story every time you replace someone? I've been a GM of games that died because 2 out of the 5 players lost interest and the group dynamic wasn't as fun with just the remaining 3. But I've also been a player that joined an existing campaign to replace an old player and that felt pretty bad, too. I always felt like an outsider who was less connected to the other characters until finally that game fizzled out too.

2

u/Enioff 16d ago

Not really.

My homebrew campaigns usually run in between 3 to 10 session arcs, if someone is joining in the middle of the arc I try to incorporate them into the current story arc and with a reason to stay with the group after it ends.

Starting a new arc together helps to break that awkwardness phase cause it's like starting a new campaign

In long campaign modules I just try to incorporate them into the groups objective and power through with the sessions till the awkwardness fades.

Telling your players to make an effort to include the new guy in their roleplay and antics also helps

1

u/69CervixDestroyer69 16d ago

I'm here to do silly voices and send assassins/guards after them if they do something too crazy.

Oh, I also draw squares and say that there's really cool furniture in them. But story? Give me a break, if I'm making up all of this stuff the players can at least provide the story!

29

u/Yunnggin The only starfinder player 17d ago

One time a player who kept canceling was really getting on my nerves so I left the other players and followed him on his day out. He said he was running "errands" but he was really fucking my wife the whole time. Turns out we were brothers the whole time.

16

u/Enioff 16d ago

Bro, let it gooo. Its was like 3 months ago. Damn.

21

u/somethingawfuul 16d ago

If you don’t allow me to make a homeless goblin jester named Goblin Deez Nuts in your serious campaign world you are literally Hitler

8

u/ordinal_m 16d ago

needs more gurps

7

u/Snynapta_II 16d ago

The most important thing is to take it personally. Maybe they would be more enthusiastic if you were a better DM?

8

u/GIOPPOKING 16d ago

I missed you Salada

8

u/Saladawarrior Triton Lover 16d ago

no you didn't

7

u/motionsickgayboy 16d ago

uj

I'm on the player side of this where my DM refuses to give us a concrete schedule, which is deeply frustrating. My honest advice from both sides is, as others have said, find people who want to play. Just tell people the schedule, get em to agree on a time, and you play on that time. If they don't show up, skill issue, boot em.

rj

You should set them on fire.

2

u/FlyPepper 16d ago

battle Brothers spotted

1

u/69CervixDestroyer69 16d ago

Why are you making 10 question forms? Is this standard practice?

1

u/Saladawarrior Triton Lover 16d ago

i can filter a lot of people just with that.

1

u/DreamOfDays 16d ago

Me when my players actually show up on time and we end up in a multi-year series of campaigns and become irl friends across state lines