[QUOTE=cavtroop;24680]
The players I have lined up for this game are all time-constrained by family, jobs, etc. I'd like to have a game where if one of them can't make it, the rest can still play, but keep the reasoning plausible, so the missing PC doesn't have to get played as an NPC. Any thoughts on this? I was thinking of making every game session a mini-adventure, where the team runs out of a central base or something, and if one guy cant make it, he just doesn't go out of the wire with the team. However, that limits the size and complexity the adventures can be.
Anyone deal with this, or have any thoughts?[/QUOTE
I'd go with a number of mini adventures designed towards a major goal. For example they need to get out of the area using a helicopter extraction. First one could be securing fuel, then a seperate adventure each for finding a pilot, spare parts, a helo, a landing site and transport to get them to the site and then of course the journey to the site and the actual extraction.
In my group we have 6 regulars, 5 players and a gm for whatever game we happen to be playing. The rule of thumb we use is that if one person can't make it we play on with one of the players controlling 2 PC's for that night. If 2 people can't make it we still have a session but just play one of a selection of board games instead - Talisman, Battle Cars, Risk, Mall of Horror, that sort of thing.
Hope that helps.
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