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I've been organizing a weekly game at our local store for about a year and a half now. We've sometimes had to bend some rules or go lax on standards to maintain a player base, but now we are consistently running two tables a week and have a player base of about 20 people.
Recently, some of my players and GMs have approached me about things that have been frustrating them, chiefly players arriving late and forcing the game to run late. We have a tight time slot, 5pm-9pm on monday, but we've tried to overcome this by playing older adventures that run fast or adventures that the GMs know well and can run quickly. Now, running new adventures as soon as they come out, and having some less experienced GMs, the starting time of 5 has become very important.
I'm working on a one page primer explaning how our game works from explaining what PFS is and where to find resources and the ettiqute/policies of the game at the store. The store manager usually does inventory Monday nights, and doesn't mind us staying late, but recently the owner has been working Mondays and wants out right at 9.
My biggest concern is making sure that everything is still within the guidelines of PFS. We want to be as friendly and understanding as possible, but almost everyone has the ability to make it on time by 5, and just no longer see the urgency of starting on time.
I don't want to do this, but if everything has been done in the GMs power to speed a game along (arrive on time, skip optional encounters, spend little to no time referenceing rules) and we run out of time, are we able to just stop the adventure and assign chronicle sheets for what has happened that far? I'm sure that would be enough of motivator to arrive on time and focus on the game.
Does anyone have advice on how to motivate players to remember that it's and organized play game and treat it a little more seriously?