People dress up as their characters, Dread creates stress with a Jenga tower, Ten Candles with... Candles. I think things happening in the "real" world not only decide things in our games, but they also link us to them.
In Discworld, an absurd pantheon of gods are high above, rolling dice to effect the characters, the Discworld inhabitants, below. They don't make all the decisions, some things are even out of their hands. They are linked, and they are having a jolly good time of it. (Shout out to crocodile god Offler)
Alright what am I on about... Right! How do we link games and our world in more ways? In Grum Hall I implemented Down-Time, where characters actions are pre-recorded and occur between game sessions. This doesn't make players want to play longer, it makes them want to play again. It also adds a thing that happens as soon as a session starts (their Down-Time activity completing) and I think that gets players into the groove even faster.
I think Roleplayers number one conversation topic is "our schedules never line up / we haven't played in a while." So what if we flirted with the idea of schedules themselves affecting the game?
My two thoughts are;
- Time between games, affects the game.
- If a session ends, an adventure / Job fails, or complicates.
For both of these, can we use the very downsides of the game, to link the players to the game in a way that draws them to it, or makes their lives feel linked to the game.
For the first, perhaps each week that is cancelled, a Game master can push the world on. The player characters have been absent, and time stalls for no one. What did their neglect cause in their game world? This doesnt have to be drastic. Small things, alliances made, characters in need, things breaking. Stories that happened without them.
Second, having sessions that are linked to in game time can be interesting. Perhaps not every game night, but for time sensitive missions. I'm not saying to bring out a timer, no one likes a timer. If the characters don't finish the Job, find the bad guy, fix the machine.... if the players go home because its 11pm, what if the characters failed? They return to the Bar, time moves on.
Frankly, I don't think anyone likes coming back to a game after two months, and trying to pickup where we left off in the middle of some chaotic mission. So what if we didn't?