For adult life time management attendance problems we are thinking about opening our table to do TW as a "West Marches" -style game.
Quick synopsis for those few who might not know: about 10-15 players, they decide when to play and what to do in the sandbox. Those that are first to report being able to attend (4-5 players) are playing.
To make the concept work, the characters should naturally end the session back in the homebase, otherwise all would be scattered all over Poland pretty quickly. But what if this does not happen in the time allocated?
Problems arise when this week players 1, 2, 3 and 4 attend session. But what if next week it is players 9, 6, 7 and 3? And player 3 character happens to be still stuck in Warsaw due to last weeks mission and the rest are in home base back in Krakow?
Now usually in TW I handwave many "realism" things aside due to the fact that to us it is a form of social entertainment. But outright teleporting characters seems a bit off even for us, especially since travel and dangerous wilderness is a huge part of the whole TW game.
This is the main reason why "West Marches" style adventures usually require the players to finish the session in the home base btw.
So I am hoping people here might have ideas on how to handle those sessions that involve characters not making it back.
- Multiple characters is ofc one solution but my players don't want that.
- "Sorry you can't come because your not in Krakow" would make the whole thing useless in the first place. The whole idea is to maximize participation when the player is able to come.
- So far "escaping the dungeon" -roll seems to be the best option (https://thealexandrian.net/wordpress/21 ... he-dungeon) Could easily whip up a table and have players do a survival or some other roll and then roll on the table if they fail.
But yeah, anyone done "west marches" in TW and how did you solve this problem? Or even if you haven't run WM how would you deal with it?