How to handle a player who just visits for one session?
May 31, 2017 13:06:54 GMT -8
Post by jonas on May 31, 2017 13:06:54 GMT -8
I'm currently GMing a Mutant: Year Zero campaign and next session is this Sunday.
We just got informed that my wife's cousin is coming to town that day and wants to visit us. Neither me or my wife want to cancel the game, but we very seldom have a chance to meet this particular relative. Then we realized that we could actually ask him to join the game instead - he has roleplayed before and is a cool guy (for being from Stockholm, at least).
But what's the best way to handle a player just making a cameo appearance for one session and never returning again? This is going to be the fourth time we play, so the plot threads and character arcs are already moving at full speed.
Shall I just throw him in for the ride, or adapt into something more standalone?
Here's a short description of the setting, so you know what tools I have to work with:
Story
The game is post-apocalyptic and the players are mutants who live in an "Ark" - a bunch of makeshift islands made out of old shipwrecks. The islands have a population of 300 mutants and haven't had any contact with the outside world except a few expeditions here and there, but things are starting to get dire because of the lack of food and clean water. The players are also searching for a place called Eden, which is said to be the birthplace of all mutants.
Current plot threads
The Snubbed Cult Leader
One of the players is a prophet in a cult on the Ark and have started to spread lies about the cult leader, saying that her visions aren't true enough. The cult leader has so far been the most prominent antagonist to the players, and my old plans for the session was that she was going to make her move and send her goons to beat up the players and make the prophet player lose face.
The Radio
The players have found a radio with clues leading to Eden, but they need to find a battery to get it to work.
Real Humans
The players have found a small settlement of real humans (called zone ghouls by the mutants) and want to start trading with them, but have kept it secret from the other mutants.
Other Mutants?
The players have learned from the zone ghouls that there is another mutant settlement to the south.
Clean Water
An ambitious NPC - with a neutral relationship to the players, so far - have sent an expedition to the north to find a source of clean water. The expedition should've returned already, and the NPC is thinking about asking the players for help.
We just got informed that my wife's cousin is coming to town that day and wants to visit us. Neither me or my wife want to cancel the game, but we very seldom have a chance to meet this particular relative. Then we realized that we could actually ask him to join the game instead - he has roleplayed before and is a cool guy (for being from Stockholm, at least).
But what's the best way to handle a player just making a cameo appearance for one session and never returning again? This is going to be the fourth time we play, so the plot threads and character arcs are already moving at full speed.
Shall I just throw him in for the ride, or adapt into something more standalone?
Here's a short description of the setting, so you know what tools I have to work with:
Story
The game is post-apocalyptic and the players are mutants who live in an "Ark" - a bunch of makeshift islands made out of old shipwrecks. The islands have a population of 300 mutants and haven't had any contact with the outside world except a few expeditions here and there, but things are starting to get dire because of the lack of food and clean water. The players are also searching for a place called Eden, which is said to be the birthplace of all mutants.
Current plot threads
The Snubbed Cult Leader
One of the players is a prophet in a cult on the Ark and have started to spread lies about the cult leader, saying that her visions aren't true enough. The cult leader has so far been the most prominent antagonist to the players, and my old plans for the session was that she was going to make her move and send her goons to beat up the players and make the prophet player lose face.
The Radio
The players have found a radio with clues leading to Eden, but they need to find a battery to get it to work.
Real Humans
The players have found a small settlement of real humans (called zone ghouls by the mutants) and want to start trading with them, but have kept it secret from the other mutants.
Other Mutants?
The players have learned from the zone ghouls that there is another mutant settlement to the south.
Clean Water
An ambitious NPC - with a neutral relationship to the players, so far - have sent an expedition to the north to find a source of clean water. The expedition should've returned already, and the NPC is thinking about asking the players for help.