Mission‑Based Play for Rotating Groups
In groups with frequent absences, continuity can stall a story. To keep the game moving, I designed sessions as stand‑alone missions with a loose overarching arc. When someone missed a week, it only took a short paragraph to catch them up; the story never hinged on a single player’s presence.
Designing your narrative around modular missions makes it easy to accommodate busy schedules without derailing the campaign.
Further reading from Mike’s Tavern: