spectre:
When you tell your stories GMs, how do you deal with attrition vs. making your players feel special here on RPoL?
Sometimes, a player gives you a character concept that's easier to make 'special' within the context of your story - usually because it works with said story - and sometimes you get characters that are obviously 'filler', but might grow to be more central or 'special'. Those players don't tend to fall by the wayside as victims of RPoL attrition, because they've vested something in the game if just by choosing to make their characters "belong".
When players inevitably quit, though? Well, it depends on the game and the manner of quitting. In the case of players that quietly quit, either by speaking just to the GM or by just ceasing to log in, the PCs stay around. If it's a game setting like D&D where the party routinely has stopovers in inns, then the abandoned character might tag along quietly until the next stopover, and then just...leave on their own adventure or some secondary business. If it's useful for my to take over the abandoned character and keep them as a GMPC to push plot, that's handy too. In either case, the PC remains 'around' in case the player comes back.
...if they've quit publicly, or with bad blood? That PC is going to die, probably horribly, and if it's a game setting that allows it, I'm going to let the other players loot their body and take their stuff. An abandoned character is useless to me if the other players know it's being puppeted by the GM, and if you quit by burning bridges, there's no reason to keep your character around in case you come back, because you're never coming back.
quote:
On the flipside, if you have a hard core group and people begin to change the narrative, like rpg players should do in my humble opinion; how do you roll with those changes generally in your quest to make a fun story?
Depends.
Is it a sandbox game? How much of the narrative is being changed? If you signed on to play a specific module for D&D, for instance, then no - the PCs don't get to just decide they're going to go do something else entirely, because that's not what I as GM want to run. A game shouldn't be on rails, but it should follow the basic direction of the road. If the party refuses to follow that direction, well...rocks fall, everyone dies.