[RPG] Dealing with people who turn up late for sessions

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I run sessions every Monday evening at a pub in the centre of London, and most people come to play straight from work. Up until recently we were attempting to start at 7pm, but there were one or two players out of five who struggled to get there on time, which was causing disruption to the rest of the group.

We talked about this as a group and decided to move the start time back to 7.15pm, with people asked to arrive early enough so that we could start playing at that time. However, what has actually happened is that some people are now arriving at 7.25, which means that overall we are losing a good half an hour of gaming time before everyone is sat down, knows what is going on and are ready to play.

I find this extremely frustrating and disrepectful to me as GM and to those players who make an effort to arrive on time. The problem is that I'm not sure what, if anything, I can do to stop this from happening. I've considered various approaches, with the most severe being asking disruptive players to leave the game, but I really don't want to have to do this.

So, my question is:

What strategies are there for minimising the disruption caused by players that turn up late to sessions, and what can I do to prevent this from happening in the first place?

Best Answer

As with any motivational approaches, there's the carrot and the stick. You have to be careful to not simply be permissive of the late behavior, or else you won't incentivize the people who are showing up on time to do so.

  1. Start at a known time and allow a buffer. On our group we have a "doors open" time and a "game" time, to allow for people to show up and shoot the bull. (Or for weekend afternoon games, we'll meet at noon for lunch, 1:00 for play). So in your case you might do doors open at 7 and game starts at 7:15. This provides some incentive of fun free discussion time to get there earlier and set up. But start on time, and if they are late they miss a little and get some peer pressure from the group for interrupting.

  2. Bennies. Give something cool out at the beginning of the session. Whatever your game system allows, a FATE point, an action point, a healing surge, whatever. It's only for those there at 7:15 sharp. This makes the point and provides a positive incentive for on time gamers.

  3. Timing. Try to not kick into a major combat in the first ten minutes. We have two chronically late players in our Jade Regent game and we find ourselves dragging our feet as players when there's an early combat coming because we don't want to be under strength. With on time players it's cool to stop right outside the "big double doors" to pick up the boss fight next time; if you have chronically late players you may want to stop a couple "rooms early" so to speak.

  4. Talk to them. It's possible that they have work or other stuff (traffic?) that just makes it impossible for them to hit 7:15 sharp every time. The game is secondary to the rest of people's lives and you have to understand that. But you can also express that if there's not something competing, but just general lateness, that it affects you and the other players and you'd like them to not do that.

  5. Penalties. Don't do it. You may be tempted to do the reverse of Bennies and penalize latecomers. It will create hard feelings. Sure they're "being inconsiderate" but this isn't a business venture, it's a game among friends. I'm all about people acting right but the second you start putting the game above people you've moved into antisocial personality disorder territory. Especially when we're talking about "oh Lord they're 10 minutes late" - that's very low on the spectrum of disruptive behaviors.