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Broken Games

I recently attempted to run my first open table game since Gen Con 2014. Unfortunately, I didn’t advertise hard enough or put out enough reminders and only one of the perspective players showed. It got me thinking about how sometimes games break down and how to handle those situations.

Not Enough Players

Whether it’s an open table or a regular game with “the group,” there will be times when there simply aren’t enough players to run a session. This usually leads to the cancellation of the game, though some players may decide to play board or card games. However, many modern/geeky board games are best suited for four or more players—a typical table minimum. And, depending on the game location, board games may not be available. I am learning to always bring a couple 2-3 player games with me, though I don’t always remember.

As a GM I also try to keep at least one back-up idea/adventure for a smaller number of players. As long as there are two players and a GM it can satisfy the thirst for tabletop RPG-ing. That said, a two-player party often means a lot of the role-playing needs to be bolstered by the GM, providing more voices that would come from the other players. Alternatively, players could play multiple characters, but this can lead to potential “munchkin” play.

Board or card games are a potential answer for all of these sections and my goal is to provide ideas that allows the group to play a tabletop RPG. While there are board games that provide RP opportunities (more on that in a later column), I’ll avoid inserting a sentence about board games and focus on RPG ideas for the remainder of this column.

Player-Dependent Sessions

Campaign play usually means at least one or two of the adventures will require multiple sessions of play. Inserting a player or players in second half of a two-session adventure can present some challenge. When key characters are absent from the conclusion session it may lead to a cancellation of gaming for the night. In these situations there are enough players for a separate game. For such circumstances I suggest a “flashback” adventure with the campaign characters (usually something more heavy-RP to avoid additional cliffhangers)—this can set up later hooks and everyone still gets to play the expected game, if not the expected adventure. Missing key players could also be an opportunity to try simpler, but different games. For my groups, this typically meant more comedy-based RPGs like Toon, Teenagers from Outer Space, or Paranoia.

All Players, No GM

Sometimes the GM doesn’t show up or no one feels like running a game. For RP-heavy groups this could mean the night is spent in character, with the PCs in a more social, non-adventure, capacity. Any rule calls would be decided by the group, but the role-play would be less plot-driven.

Wrapping Up Early

Even the most prepared adventure can be thwarted by creative players. This may leave players with plenty of available time but not quite enough to run a second adventure that evening. In a non-campaign/open table game there often isn’t a second adventure to run or start. When planning or running the adventure, consider the actions of the players and provide the group with an epilogue. An easy go-to includes interaction with an NPC they met (and the interaction need not be of a friendly nature, depending on the history with the NPC). Player characters may also need to clean up a mess they created in the course of their adventure and/or deal with authorities. In a campaign, characters may also need to repair their own gear, go shopping, or enhance their skills. It can also be an opportunity for some down-time RP as in the “All Players, No GM” above.

TPK

Sometimes games wrap up early because the player characters have been thwarted completely. This may lead to a moment of grief followed by a night of character creation. Campaign play may allow a new set of adventures to, more or less, pick up where the previous group left off. Or it could mean a shift in direction for the group, choosing to play a different game completely. For one-shots and open tables the Total Party Kill usually means there’s not enough time to create characters and start again. In these scenarios, I’ll allow the game a rewind back to a safer point. As an RP prompt, I’ll suggest the events that lead the characters to their deaths was a dream or a vision so they would not make the same mistakes. Not all players agree with this type of reversal but for non-campaign (or guild/society/league) games where the group may not meet again it allows for more play; and I’ll take more play over a sour ending.

Off the Rails

I’ve both run and played in games where the entire group of player characters did not recognize the plot hook or completely turned it down. I’ve seen, from both sides of the screen, the GM be caught flat-footed because the planned adventure for the night was disregarded. There would be no epilogue to play out because there was no plot to close. For a one-shot or open table game, I don’t think it’s unfair for the GM to point out that this was the adventure the players signed up for and to “railroad” the game for a bit. For a heavy-RP campaign, I prefer a little more leeway (especially if neglecting/rejecting the adventure would be in character). When the player characters avoid the plot, I encourage them to make their own adventure, especially if they can link it to the provided hook.

A few years ago I wrote a casino heist adventure for my space game. The player characters may have been unscrupulous but they were no thieves. They said “no,” to the offer and flew out into space. At the time I blanked on what to do next and so we wrapped up early. In retrospect I should have encouraged the players to either attempt to prevent the heist from others. If that hook wasn’t taken then I should have turned to the rule of improv and asked the players, “Yes, and?” prompting them to choose a destination and rolled with it. Going off the rails in an RP campaign should mean going into uncharted territory and not a crash.