This is the first of several articles I’m writing with tips (some proven, others soon to be play-tested) on running hassle-free tabletop RPG campaigns with rotating players.
Recently I started GM’ing for a group running Space 1889 in the Savage Worlds setting. I had some misses during my first game (my 4 hour adventure got started late, so we ended in the middle of the story), and by the time the next game came around, some of the first session players couldn’t make it, while new players were ready to join.
Having struggling with the woes of rotating players in the past, I gave some thought to managing sessions with rotating players. I also consulted with other GMs on the Savage Worlds forums and reviewed my notes from observing other GM’s techniques at convention games.
What follows is a collection of GM techniques to make four-hour episodic sessions which accommodate rotating players and cater to a variety of gamer play-styles. Continue reading
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