1.0 Participation Level

Core vs Reserve Players

My games have a limit of 5 seats to ensure player engagement and to keep combat moving at a reasonable pace. If you’re participating in a game I run you’ll want to review these guidelines - then we can talk about the level of commitment that works for you.  

Guidlines

  For my style of DMing 4-5 players is the optimal “sweet spot”. A table with too many players suffers (see Appendix A).   To keep my games "right-sized" you will be placed into one of two statuses:  
Core-Player (max 5). With the exception of work, family, vacation or medical situations you commit to being at every game session.
 
Reserve-Player. You’re not able to commit to Core Player status, but have some availability to play.
 

Player Seat Guidelines

  • I’m going to limit my games to only 5 seats (not counting the DM).
  • Core players have a guaranteed seat at that week’s game (so long as you RSVP to "Core Player Roll Call" no later than Monday 9pm).
  • If you can’t make it or don’t RSVP in time, you’re seat will be offered to Reserve players.
  • Seats not filled by 9pm Monday will be offered by post to reserve players in the 100 Worlds Discord Weekly Roll Call channel.
  • Seats will be awarded on a "first-post, first-accepted" basis following the offer until all five seats are full.
  • If we do not have at least 3 players, I may not run my game that week.
 

Changing Status

  • If you anticipate life changes that would take you out of Core - you can voluntarily drop to Reserve status.
  • If I see a core player’s commitment wavering, we’ll talk about it and determine if you should drop to Reserve status
  • If you want to move to Core (and a spot is open), we’ll have a discussion about that possibility.
 

Alumni

Due to life reasons, some long-term players logistically can no longer attend with regularity. For the group their parting is bitter-sweet. For these such alumni the group accepts the occasional "over-sized" group to once again roll dice together.  

Appendix A - Negative effects of large D&D groups

Long Combat turns leads to decreased engagement

  • Players starting unrelated sidebars to "fill the void".
  • Players turning to other distractions (aka the internet) to "pass the time".
  • Player boredom because "30 minutes to your next turn is painful".

Decreased roleplaying

  • Because a combat consumes so much time there is little time left for much else.
  • If there is little time for story roleplay, then there is even less time for individual roleplay & character “depth” style side stories.

Noisy / distracting environment

  • To be heard over the sidebars, you have to speak louder - vicious cycle.

DM fatigue

  • The DM’s attention is pulled in many more directions.
  • More and frequent combmat adjustments to keep it balanced for present party size.
  • Having to repeat everything because players are not tuned in (see long combats).

Plyaer fatigue

  • Because the issues above, players dedication to the game wanes.

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