Thoughts on Attendance

What are your thoughts and practices on attendance in games? Do you have a formal attendance policy, or do you just play it by ear? Do you have a static schedule, or do you shift weekly or monthly depending on availability? What tools or techniques have you found help battle the ever present scheduling beast?

For me, I tend to run a lot of open tables, so I pretty much let people show up as they may, game when they want, and we mostly figure it out as-is.

As always, these things will likely depend on the kind of game, and the people present. There is an interesting aspect to the “aesthetic of submission” - i.e. the identity and ritual aspect of being a gamer that often does not get discussed much in our hobby. This is probably due to the fact that geeks are notoriously bad at scheduling and prone to last-minute cancellations :sob:

I do have two “closed table” games. One of which has only four players (including me as referee), so we only play when we are all available. The other is slightly larger, and a few of the players have a pretty tumultuous schedule, so we mostly shift to availability, and cancel if we ever get too thin of a table, especially when we have big events estimated happening in session.

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This approach is closer to how I used to run games, and honestly, I don’t like it. I always thought open tables with large player pools, like a West Marches-style game, were the way to go. And they probably still are.

However, in my latest game, which has now been running for exactly two years, I decided to play whenever at least one player was available and eager to play. It’s a closed game that originally started with four players. Whenever someone can’t make it, they’re simply excluded from the narrative and pop back in when they return. This approach helped keep the game moving since I intended to run it weekly.

To maintain consistency:

  • I switched to shorter online sessions (2-2.5 hours).
  • Adoped a flexible but structured schedule. We primarily play on Sundays, but at the start of each week, I check if that works and suggest alternative days (Friday or Saturday) if needed.

Since it’s a sandbox campaign, I encourage stable play. If only one player is available, we either:

  • Run a downtime session for another character. These tend to be more intimate and character-driven.
  • Continue the story with the “current main” character, if it’s not at a critical point.

Six months ago, my group dropped to just two players, but we’ve continued playing, and it still works great. In fact, I’ve come to enjoy smaller groups. There’s less indecision, and we get a lot more done.

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I’ve never ran open tables very much… not in the sense that serious people use it at any rate. In the previous community I grew up in we would set on a time and people would show up and play, but since anyone on the platform could just show up it ended having a similar open table feel.

Personally, I like closed games to get to the meat of the characters, and I run as long as there’s a majority of the group present. It has happened for us to call a session early to continue next time with another character present, or to not play a session because we’d like to have everyone together for it, but I do strongly think I would need to play it weekly. I think if it ended up degenerating to something like once a month I would probably just call the game off entirely.

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I have run mostly closed games whenever I’ve tried to run things in the past, and it has generally resulted in failure (the failure here meaning - a game didn’t happen). It is inevitable that people signing up to play in a game are always going to be less engaged in it than the person running it, and that usually ends up expressing itself by flakiness, prioritizing other hobbies or activities over the game, etc.

When I decided to run an OSE game in 2022 I went ahead and set it up as an open table - the game has a minimum of 3 players required for a session to happen, and up to 6(or 7 in one case). That is the setup I used for my OD&D game the year after that, and between both games I have had to cancel a session due to lack of players only twice, and that was mostly due to failed attempts at trying different schedules.

I was actually planning on making a thread here about this exact topic, but Justin beat me to it, so let me use the opportunity to opine on some thoughts I’ve had about these campaign structures.

In all cases, I am talking about in-person games. I have less interest in online gaming, and have been doing it mostly as a lesser stopgap until I can get back to playing in person (this is not to diminish the enjoyment I’ve had in those online games on the purple server, or indeed the level of work the referees have put into them!) so in-person is what I am interested in.

In the past 3 years I have run 3 “campaigns”, all in person. First OSR thing I ran was an OSE open table sandbox, the Greylands. Scheduling for that was what i described above. In that game I had some regular players who would show up for most, or close to most, of the sessions. I also had plenty of players joining in for 2-3 sessions or just one-offs who would not come back again. In my mind this is a perfectly operating open table setup, in total I had 17 players attend at some point or another. The game would be held every week, usually on the weekend (we experimented with doing it on weekday evenings, it didn’t quite work).

In 2023 I ran an OD&D game, the Serpents of Smoke and Steel. The organizational setup was exactly the same, as I was hoping to leverage some of the previous more dedicated playerbase from my OSE game. That…sort of succeeded I guess? Some of the regulars from the first campaign became regulars in this one, new players showed up which became regulars, but some regulars from the OSE game never even attended this one, due to scheduling conflicts on their end.

This second campaign ended up naturally as a semi-closed thing too. I still organized it liken open table, play began and ended in a “safe spot” on the map, with a month of downtime in-between every session, the usual stuff. But a core of 4 players very much formed, with others joining in for 1-2 sessions but rarely sticking for longer.

At the time, and even now, I feel a bit ambivalent about this development. While this resulted in no failed sessions due to lack of players, it also meant that this campaign only had 12 players total, with most of those only showing up for 1 session or 2 at most.The presence of such a strong core also meant that new people joining in felt like they were on the outside of an already existing group, which I suppose was technically true.

The third campaign I ran, also in 2023, was a sort of redo of my Greylands game, run at home for my 2 partners, and mostly focusing on the tentpole dungeon of Dyson’s Delve. That was an entirely closed game, we never had other players, and we tried to play roughly once a week but sometimes would do several shorter sessions throughout the week instead.

It worked okay, though I feel that 2 players is in that weird spot where it isn’t a duet game, but also not a full enough party to let people bounce ideas off each other. It meant I no longer needed to deal with having play start and end in town, as I knew that attendance would be the same every time, and downtime now occurred only when needed, rather than between every single session.

So with all of this out of the way, my main thoughts have been on where to proceed from here with my following campaign which is going to be entirely set in a megadungeon and thus quite focused in its scope and purpose of play.

A megadungeon is great for an open table, as people can simply drop in and out as they need and they won’t be in the middle of some long-running multi-session plan that a core group is executing (or they will, but plans can change), but it can also be a great way to have a solid core of players in a closed game try and form longer term approaches on how to tackle the dangerous environment.

The question of venue is also weighing on my mind. An LGS is great for open table games, as it is a public space and I don’t have to invite people I might be okay with gaming with, but not necessarily have in my home, to play at my place. A closed table can be easily hosted at my place, which reduces the amount of travel and work I have to do on top of all the prep I do as a referee.

So I am curious if people here have had success with running long term closed campaigns and how they get around scheduling. My arbitrary cutoff for “long” in this case meaning 50+ sessions or 1+ year long of regular, weekly or at most biweekly game sessions. A campaign that last 1 year, but involves 5 sessions I think is not a long campaign, just spread thin.

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I’ve really enjoyed open tables and mostly have done games online in that format.

The main advantages are:

  • Less cancelled sessions, time spent scheduling, or trying to find the perfect group
  • I like the pseudo-public political aspect of it, the idea that anyone is welcome and the chance to meet new people. I’ve run into some genuinely great players and it’s amazing how much weirdness and fun they put into the table

The main difficulties have been:

  • Navigating difficult players - I’m not sure the percentage of difficult players is higher in open tables than closed ones, but with more players you run into more weird situations: players playing overtly racist characters, players telling me my game was so boring they were falling asleep, players complaining about other players they don’t vibe with, and so on. Then there’s also all the more common things like extended rules debates or talking over people.
  • Time lost on explanation - usually it takes some extra time to catch new people up, roll new characters, and so on. I try to limit this to 10-15 minutes a session at most but it’s still a cost
  • Group cohesion - often takes a bit longer to get used to everyone’s voice and pacing so that we can communicate

For closed table it’s usually pestering @jamiltron until he has a slot open to run! But for real, most of the frustrations with closed groups have been in-person with constant rescheduling or players dropping in and out. Because of that I try to plan in a way that’s as “agile” as possible, not sketching out a huge campaign from the start but just focusing on a session at a time.

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Yeah, that’s my game. I’ve been running it for two years now, with over 50 sessions played weekly. I rarely have to postpone, usually only when I don’t have time myself. I also take a short break of three to four weeks every five to six months, typically around Christmas and July.

I couldn’t realistically run this game offline because I’d have to travel two hours per session, and people are generally less willing to host a game every week. Playing online also lets me schedule shorter sessions, which fit better with people’s schedules as they get older.

I completely understand disliking playing online, I was skeptical too. I still prefer playing offline, but at some point, I had to accept that I just couldn’t sustain an in-person game. The alternative was playing once a month, frequently canceling, and then waiting yet another month for the next session. Online play lets me play weekly, which makes a huge difference.

For a closed, offline game to function similarly, I imagine I’d need:

  • A nearby location that works for most players.
  • A larger group of people, maybe seven or eight, so the game can continue whenever people show up.
  • A system where we pick up where we left off, removing absent characters and reintroducing them when their players return.
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Pretty much the same story for me
We used to play the game offline but with people moving we changed to mostly online.
Roughly evry 2 Month we manage to play a session in person but with one player living ~5h away thats not realy an option for weekly play
The offline sessions happen weekly and if one player cant make it i usually run a oneshot for the others if the player furthest away is missing we play theses session offline aswell.

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I completely understand disliking playing online, I was skeptical too. I still prefer playing offline, but at some point, I had to accept that I just couldn’t sustain an in-person game. The alternative was playing once a month, frequently canceling, and then waiting yet another month for the next session. Online play lets me play weekly, which makes a huge difference.

Well to be clear - I don’t necessarily dislike playing online, it’s more that I have played online games for years, and I simply am not as interested in it. I do it and enjoy it well enough when I do, but I just straight up consider it a lesser option when compared to a good in person group. But yes, I do agree that playing in person can have a lot more logistical issues involved.

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Totally fair. I do feel the same I just don’t have the a dedicated group who wants to play all the time haha.

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