So, I've been doing a "rotating spotlight" series of story arcs.
Each player gets an adventure centered around their backstory and goals, in turn.
Unfortunately, we've just started a complex mystery plot involving the Bard character; the party managed to start a civil war in the local thieves guilds ( long story ), one of the warring factions kidnapped her brother's family ( a move to extort funds from her Brother in order to fund their next move in the shadow war, and to put pressure on the existing guild master - who is a relative) , and the party just started to unravel the mystery when .... the Bard player cannot join for the next couple of weeks due to life and work schedules ( we normally try to play weekly, knowing that we won't hit every week ).
So ... any ideas on how to gracefully extract the party from the plot arc and onto something else? Since it involves kidnapped families, and tight timelines, I can't really just park this arc until she gets back, and I can't see pushing forward with this arc that was essentially written for her character, without her character.
I guess if her character had died then the party would push on the adventure, and rescue the family - but that situation wouldn't have the awkward "Oh hi, yeah ... while you were "away", we rescued your family ... without you ... " moment.
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The party could get trapped in another dimension where time passes much more slowly than the outside world. They spend the next few sessions escaping, and when they get out, only a few hours have passed in the real world.
The party could get trapped in another dimension where time passes much more slowly than the outside world. They spend the next few sessions escaping, and when they get out, only a few hours have passed in the real world.
Great idea. The Feywild can canonically do this (and even cause memory loss when leaving it) - see the DMG.
The party member can fake her death to keep adversaries off her friends trail? It'd be tricky, but maybe it could make sense in the story with some light finagling.
There is also the option to just take a hiatus and either do one-shots with other players taking on the role of DM (if possible) or have game nights. Nothing wrong with taking a break for 2-3 weeks.
I would either have the 'bad guys' create a ransom for the next clue in the puzzle (ex. Location to travel to) or to assure their continued negotiations. This could be directing the players to secure an artifact buried in some obscure dungeon off wherever. This task of hunting down the requested item to continue the ransom story could buy you the weeks required before it "gets back on track" so to speak. Place obstacles in the way depending upon how much time you need.
Bad Guy, "If you care to ever be reunited with (fondly remembered family member), then I suggest you show up (dark scary secret hideout) with (shiny artifact), which can only be found within the depths of (dangerous dungeon). Don't keep us waiting long or (unnecessary body part) may find its way of becoming ... detached."
I think the "park the campaign, and let someone else GM a couple of one shots" might be the best approach.
The other ideas are good as well - it's just that they run up against details in the larger set of events going on in the city, and since I didn't publish all my campaign notes, the suggestions couldn't take that into consideration.
I guess there is a good lesson here: don't make a player-centric adventure arc without a means of parking it, or breaking it up into smaller pieces.
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So, I've been doing a "rotating spotlight" series of story arcs.
Each player gets an adventure centered around their backstory and goals, in turn.
Unfortunately, we've just started a complex mystery plot involving the Bard character; the party managed to start a civil war in the local thieves guilds ( long story ), one of the warring factions kidnapped her brother's family ( a move to extort funds from her Brother in order to fund their next move in the shadow war, and to put pressure on the existing guild master - who is a relative) , and the party just started to unravel the mystery when .... the Bard player cannot join for the next couple of weeks due to life and work schedules ( we normally try to play weekly, knowing that we won't hit every week ).
So ... any ideas on how to gracefully extract the party from the plot arc and onto something else? Since it involves kidnapped families, and tight timelines, I can't really just park this arc until she gets back, and I can't see pushing forward with this arc that was essentially written for her character, without her character.
I guess if her character had died then the party would push on the adventure, and rescue the family - but that situation wouldn't have the awkward "Oh hi, yeah ... while you were "away", we rescued your family ... without you ... " moment.
Or other advice on how to handle this wrinkle?
Thanks,
My DM Philosophy, as summed up by other people: https://drive.google.com/file/d/1rN5w4-azTq3Kbn0Yvk9nfqQhwQ1R5by1/view
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
The party could get trapped in another dimension where time passes much more slowly than the outside world. They spend the next few sessions escaping, and when they get out, only a few hours have passed in the real world.
The Forum Infestation (TM)
The party member can fake her death to keep adversaries off her friends trail? It'd be tricky, but maybe it could make sense in the story with some light finagling.
#OpenDnD. #DnDBegone
There is also the option to just take a hiatus and either do one-shots with other players taking on the role of DM (if possible) or have game nights. Nothing wrong with taking a break for 2-3 weeks.
Not knowing the details-
I would either have the 'bad guys' create a ransom for the next clue in the puzzle (ex. Location to travel to) or to assure their continued negotiations. This could be directing the players to secure an artifact buried in some obscure dungeon off wherever. This task of hunting down the requested item to continue the ransom story could buy you the weeks required before it "gets back on track" so to speak. Place obstacles in the way depending upon how much time you need.
Some good feedback here - thanks :)
I think the "park the campaign, and let someone else GM a couple of one shots" might be the best approach.
The other ideas are good as well - it's just that they run up against details in the larger set of events going on in the city, and since I didn't publish all my campaign notes, the suggestions couldn't take that into consideration.
I guess there is a good lesson here: don't make a player-centric adventure arc without a means of parking it, or breaking it up into smaller pieces.
My DM Philosophy, as summed up by other people: https://drive.google.com/file/d/1rN5w4-azTq3Kbn0Yvk9nfqQhwQ1R5by1/view
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.