Showing posts with label DM Tools. Show all posts
Showing posts with label DM Tools. Show all posts

Thursday, July 9, 2026

Three Things I Do Instead of Cancelling Games

 

We all struggle with scheduling games or cancelling games when people aren't available. I've found a stack of three tools that help me keep continuity at my table.

Kate over at Kate Plays recently wrote a piece called "The Open Table" and it is worth your time. She makes a strong case for the Open Table as a structural answer to Schedule Tetris. Her argument is essentially that a game built around a rotating fellowship of players, anchored to a persistent location rather than a fixed cast of characters, is more resilient than one that depends on the same five people showing up every week.

She's right, I've run and played this way, the Open Table is a real solution, but it's not right for everyone.

  • My table runs small, usually four or five people. We're a small group of friends who play games during our lunch hour at work, so an Open Table isn't on the table for us.
  • Playing during our lunch hour makes it hard to run a full delve per session. We can't really run the expeditionary model Kate proposes. (Though we certainly lean into the location driven, chronical model.)

With these constraints, here are the three tactics, we use to preserve continuity. Bubble Wrap preserves characters. Love Letters preserve player ownership. Demo Games preserve momentum.

What It Looks Like in Practice

These three tactics stack. On any given week, I'm looking at who's at the table and deciding which combination applies.

Full table: run the campaign normally.

One player missing: bubble wrap the absent character, run the session. Write a Love Letter before the next session opens.

Two players missing from a four-person table: this is the edge. I'll sometimes still run, depending on which characters are absent and what the session requires. Love Letters for both on return.

GM missing, or more than half the table gone: pull a demo from the library.

Tactic One: Bubble Wrap

The first tactic comes from watching John Britton over at 3d6 Down the Line. It's exactly what it sounds like. When a player can't make it, their character is still present in the fiction but is wrapped in protective foam for the session. They're there. They participate in the scene-setting. But they don't make moves, they don't take consequences, and nothing significant happens to them while their player is gone.

Before I started doing this, there was a standing joke at the table about the time I was "ghosting" a missing player's 1st level (AD&D) Magic User and I burned their one spell that day on a bunch of tunnel prawns (almost as dangerous as giant rats). It still comes up occasionally.

This is a social contract more than a mechanical rule. It asks the table to agree that a character's story is the player's to tell, and that the GM won't advance or damage that story without the player in the chair. It works because it's honest. We're not pretending the character is somewhere else. We're acknowledging that the fiction requires the player to be real. It's been a popular change with my players.

Bubble wrap lets us run most sessions at reduced capacity without compromising anyone's investment in their character. If three of four players are there, we play. The absent player picks up where they left off.

Tactic Two: The Love Letter

Bubble wrap handles the absence. But it creates a problem on the far end: the player comes back, and the game has moved without them. Their character was present but passive for a session or two. There's a gap between what the character fictionally experienced and what the player actually played. That gap needs to be bridged.

The Love Letter is my answer, and the credit for the original form goes to Vincent Baker, who introduced them in Apocalypse World. A Love Letter is a short, personalized move written directly to the absent character, addressed by name, that catches them up and immediately puts them in the action. It does two things at once: it acknowledges the fiction that happened without the player, and it gives the player something to do with it right now.

Here's one I wrote for Cedric, a legionnaire in my ongoing Dungeon World Arden Vul campaign, after he missed a session that ended mid-combat:


Cedric, training takes over before thought does. The chest crashes through the doorway. The crossbow fires. Lorez's fireball turns the room into an oven. In moments like this, legionnaires don't wait for orders. Tell us what command you barked as the fight exploded. Then roll +CON.

On a 10+, hold 3. On a 7-9, hold 2. Spend hold, one-for-one, during the opening moments of the fight to:

  • Put someone exactly where they need to be.
  • Spot a threat before it acts.
  • Create an opening for an ally.
  • Keep panic from spreading.

On a miss, hold 1, but the GM will tell you what danger you completely overlooked.


Here's another I wrote for Swalthazar, returning to the Plundered Catacombs in one of my Beneath Ahknoor playtests after two sessions in bubblewrap:


Here's a more recent one I wrote for Swalthazar, returning to the Plundered Catacombs in my Beneath Ahknoor playtest after two sessions on bubble wrap:

Swalthazar, you were there for all of it. You watched the chapel fall into chaos. You watched Caspian look away from an explosion like he'd planned it. The cursed spear on your back hasn't spoken to you for two sessions, and you haven't decided yet whether that's a relief or a warning.

Tell us: what were you doing while the others were making their moves? And what did you notice that nobody else did? Roll +VIT.

Depending on the roll, Swalthazar may return with new insight, lingering consequences, or an uncomfortable conversation with the spear.


The Love Letter works because it makes the returning player's first action about their character's interiority. They're not just picking up from a pause. They're narrating what it was like to be present without acting, and the roll shapes what that costs or rewards them.

Done well, a Love Letter lands a player back in the fiction faster than any recap could. And, it engages the rest of the table at the same time.

Tactic Three: The Demo Game

Bubble wrap and Love Letters together handle most situations. But there's a threshold where even that isn't enough. If the GM is missing, or if half the table can't make it, running the main campaign doesn't make sense. You either cancel or you do something else.

We do something else. We've been building a small library of short game demos: complete, self-contained scenarios that can be picked up and run in a single evening with minimal prep and a reduced group. I heard about demo games from two sources: Justin Alexander and the +1 Forward podcast.

The pitch in both cases is roughly the same: a well-designed demo scenario is short, punchy, requires no prior knowledge of the system, and gives players a complete experience with a beginning, middle, and end. It's not a tutorial. It's a real game, just a small one.

What I've added to this is intentionality about what goes in the library. I'm not grabbing demos at random. I'm looking for games that might be candidates for an upcoming short arc: a holiday special, a one-shot, a mini-campaign to run on the days we set aside for exactly that purpose. The demo doubles as a proof of concept. If the table responds well, we know we have something worth returning to.

I recently ran a demo of Enigma (by Andrew Pelham, PWYW on itch.io) for a couple of Beneath Ahknoor playtesters when the other testers were away on family vacations. We got a complete session out of it, I learned something about the system I wanted to know, and the players got to play a session we'd have otherwise cancelled. Both player mentioned it was a game that they wanted to bring to their non-work groups.

Other games in the library include:

  • Scum & Villainy (played)
  • Escape from Dino Island
  • Cthulhu Dark

Next week I'll share what's actually in my demo library and how I decide which games earn a permanent spot.

If you want to see the campaigns where this is in use, I have an index for Beneath Ahknoor and for Arden Vul. Both pages have links to session recaps, short posts about what I'm learning, and more posts like this.

Wednesday, May 6, 2026

Kingdom as Faction Infrastructure: A Gedanken Experiment

I've been running faction play in various games for a while now, and I keep circling the same problem: most faction tools either track resources or narrate vibes, but they don't generate consequences. So when I sat down to test Kingdom 2nd Edition as faction infrastructure for the campaign, I expected to find a decent tracker with good flavor.

What I found was something considerably more interesting. And also something I can't use every session, for reasons that have nothing to do with the game's quality.

The Setup

If you haven't encountered Kingdom, here's the short version. It's a GMless and Diceless game about people in charge of something: a town, a crew, an institution. Players take one of three roles. Power makes the final call on the Crossroads question (the session's central decision). Perspective makes a prediction that becomes true in the fiction. Touchstone reflects what the people feel, which shapes cultural drift.

For my experiment, I ran a simulated playtest with four personas: two pro-integration, two opposed, playing leaders of the Children of Deino. The Beastmen are a disciplined military faction descended from Archontean soldiers transformed by an enchantress named Deino. Their Crossroads: do they accept a group of outsiders as auxiliaries, gaining operational reach but risking structural impurity?

I expected a useful conversation. I got a faction that made a decision, paid a real price, and came out different.

What the Tool Does Well

The role separation is the system's strongest feature. Because Power, Perspective, and Touchstone have different authorities, they can't simply outvote each other. They have to engage. The Perspective player issued a hard prediction early: if auxiliaries are accepted, goblins will exploit the integration seam and the Beastmen will lose a hall. That prediction became true. The faction accepted the outsiders, the goblins adapted, and the hall fell. No negotiating around it.

That mechanic produces narrative causality in a way that most faction tools can't touch. Decisions have downstream consequences that bind future play.

The Touchstone role surprised me more. I expected it to function as emotional color, a kind of cultural weather report. Instead, the two Touchstone players didn't just reflect sentiment. They redefined what success meant. The Beastmen went from debating whether to accept risk, to treating the loss of the hall as proof that they needed to expand aggressively. Touchstone isn't a mood meter. It's a strategic ideology engine.

The depth of what came out of this experiment genuinely surprised me. The Beastmen feel like a faction now, not a stat block. They have a position, a wound, and a changed worldview. That's hard to get from a spreadsheet.

What It Costs

Here's where the honest evaluation lands, and it's important. The richness Kingdom produces comes at a real price in time and logistics.

To run it properly, you need multiple players willing to sit down and engage seriously with a faction they probably don't control at the table. That's a hard ask. Alternatively, you run it yourself, playing all the roles: holding competing positions simultaneously, arguing against your own conclusions, trying to keep Power, Perspective, and Touchstone genuinely distinct. That's possible, but it's cognitively demanding and the seams show. 

Neither of these options is lightweight. Neither of them is something you want to do every week. Kingdom also generates motion, not equilibrium. A successful decision still produced structural loss, increased pressure, and a faction that felt different at the end than at the start. That's genuinely exciting when you want a faction to evolve. It's too much torque for a faction you're checking in on between sessions.

There's also a translation layer required. "Hall loss" as a Kingdom outcome has to map to something in Dungeon World terms: a location clock ticking down, a threat activating, a front escalating. Without that work, the outcomes stay abstract. Rich and interesting, but floating.

Where This Fits

I'm thinking of Kingdom as a strategic session tool, not a session-by-session tracker. Use it when you want a major faction at a genuine crossroads, when you're willing to do the work, and when the outcome should reshape how that faction operates going forward. The Children of Deino came out of this experiment more alive than they went in, and that's worth something.

For Arden Vul, this probably fits best at inflection points: big political moments, major alliance decisions, the kind of shift that changes a faction's posture for the rest of the campaign. I'm also watching it with one eye on my Fracture Radius SWN campaign. Stars Without Number already gives you faction mechanics with real teeth, but Kingdom might serve as a deep-dive tool for the moments when you want to get inside a faction's head, not move its counters.

I wrote about Kingdom during the Sweet Sixteen bracket series, and it made the final rounds for a reason. This experiment confirmed why. It's a serious tool that rewards serious engagement.

Go Play It

If faction depth is something you want at your table, pick up Kingdom. Ben Robins built something genuinely worth your time. I'll be reporting back on how it fits into Arden Vul once the Beastmen finish licking their wounds.