Hey all.

Hey all.

Hey all. I am planning to run a mini campaign. Eight sessions? Has anyone ran one that has drop in drop out play? That is generally how our groups work. People sign for as many or few sessions as they want. Of course, hopefully I get a good group at crew/character generation. With so much focus on the crew I just wondered how that might work out.

5 thoughts on “Hey all.”

  1. I haven’t run a Blades game that was in this format (though I have done other Drop in and out games) so I’m not speaking from experience but I think Blades would be really good for this format. You have one crew and everyone plays crew members when they show up. The other crew members fade into the background when the players aren’t there. Characters advance based on who is playing but the crew advances regardless (as do the complications and relationships they form).

    Here’s two bits of advice:

    1. Ensure that each session ends after a Score + Downtime is complete. That way, the next group can start up during Free Play and then jump into a Score rather than in the middle of something they aren’t familiar with.

    2. Save the entanglements from one session to present at the beginning of the next. That way every group has something of a starting situation. “Well, last week because the Fog Hounds escorted your crew outside of the city, now they want a favor in return, one of their patrons won’t pay for something they smuggled into the city for him, and they want you to get him to pay up… His name is Scurlock….”

  2. I’m three sessions in to running a drop-in-drop-out campaign. It’s working really well so far!

    I like Sean Nittner’s suggestions but we’re doing things a little differently:

    1) Entanglements are resolved at the end of the session. We keep them pretty quick and get to some type of stable situation (i.e. the next session doesn’t have to focus on the consequences

    2) We save downtime actions until the beginning of the next session. Folks also get one downtime action for the sessions they miss, so they don’t fall too far behind.

    Here are some other things we’re doing:

    3) Digital versions of the crew sheet and character playbooks so new players can get up to speed

    4) Players send out recaps of scores

    5) We made the big decisions around crew creation over email so everyone could have a voice

    6) We kicked off with a double GM session (8 players) where we split into two groups to go after two scores in parallel – it worked really well!

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