Easier to just host a party or meetup where you can over invite and if some people don't show up it's no issue.
Easier to just host a party or meetup where you can over invite and if some people don't show up it's no issue.
He is trying something different now, to make a hybrid campaign where there’s a lot of one-shots in a broader story arc. It’s structured like missions in an ongoing struggle.
Maybe if you want to do board games, we need more games that scale up and down easily. I’m not a board game person, IDK.
The one thing about D&D is that I know almost everyone there exclusively through the campaign, and 90% of my interactions with them have been in character, which means I actually know very little about their personal lives. We're getting better with this with non-D&D hangs though.
It does reduce the possibility of highly on rails campaigns and instead requires more of a sandbox plan with one page dungeons and stuff. Even so, it seems made to solve this exact problem.
I don't do tabletop, but I do write, and making these is helpful for worldbuilding.
Urban Shadows was my intro into this style of play. Monster of the Week is also very good. But there a huge number of great games out there that are not D&D (which is really a bit clunky and overly complex, IMO).
You just have to make up your own - unless you want to!
The playstyle is called West Marches.
IMHO, the important bit of this style isn't so much the player pool flexibility (tho it does help that case), but the inversion of who's driving the story. The DM prepares the world, but it's up to the players to organize their excursions outside of the safe zone, for their own reasons. This forces more involvement of the players in the story, instead of the more passive campaign on rails you mentioned.
So in the GP's case of flaky low-effort players, West Marches style may not help because it puts more burden on the players in addition to just showing up and having everything presented to them.
That said, if the group can manage to do it, player engagement should be higher, and the DM suffers less disappointment because they're only prepping a session of content based on the players' plans for that session, not a long storyline that requires more alignment and adherence.
Party games: Scale well with more people, easy to explain
- Werewolf
- Werewords
- Codenames (favorite)
Beginner Games: Accept a decent amount, somewhat easy to explain
- Camel Up
- Flip 7
- Dungeon Fighter
- Ticket to Ride
Games that have nothing to do with your problem, but I just wanna mention:
- Everdell: Cute critters prepare for winter
- Root: Cute critters prepare for war
- Azul: Place fancy tiles that look and feel delicious
- Bohnanza: The best part of Catan without the bad parts
With the rules variant that you can play out-of-order if you add an identical card to the one that's on top of the stack, it disrupts the otherwise pretty linear play, and easily scales up to 10ish persons and still be fun.
One thing I do that helps is get people to RSVP with a specific arrival time, and do my best to have a game about to start around that time.
If you show up unexpectedly, then I'm not going to feel bad about you sitting out for an hour or more.
People unexpectedly bringing a partner/friend who is not really that into board games is the absolute worst thoguh.
You're trying to arrange the wrong type of event. A board game group plays a variable number of games simultaneously to accommodate the number of players each game can support. A board game group does not try to fit everyone into the same game as a matter of principle.
We've been having ongoing games (around 2 going at every one time) since about a year now I think.
Still do in person games as well, but this at least keeps that group going through in-perwon drought periods.
Now, I host meetups which typically get 8-15 people and multiple games, so an unpredictable player count is not an issue.