
SteeleC |
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My trick is to play with couples. I have a group of 5 (I'm the GM) two married couples and one extra. I'm normally guaranteed if one can make it, then they both can.
The other trick I use is not to have a regular scheduled time. This might sound counterintuitive but it works really well. We "try" to play every Sunday but that's just a target. At the end of every session the question is "when are we meeting next". If the next upcoming Sunday (or whatever day you decide) works for everyone, that's the day. If not, we look at Saturday or jump to the next Sunday. If two weekends don't work then we find a weekday in the middle that works for everyone with the understanding that it's a short session (2-3 hours). Short sessions are great to bridge the gap between long sessions due to life.
This has worked for 3 long term campaigns I've run. The first was 2 years long level 1-30 with 4e. The next was 1 year with PF (levels 1-13). And now with 5e for the last 5 months.
As an aside, there could also be a matter of interest being lost in these games. Player's are not likely to tell you they aren't having a good time no matter how much you ask. And if you have to ask, you already are doubtful they are having a good time. Another thing is that adventure paths, although great source material, are a little dry to actually run (even rise of the rune lords). No matter what you do, the players are still on rails and they know it. As a GM the prep for them is crazy as well, so I can see getting burnt out in prep when it feels like the players don't appreciate it. Adventure paths are really only a longer PFS so all the things that make PFS "not your ideal way to play" also applies to adventure paths for your players. So my final advise, don't run modules for home games. Use modules to give you ideas for your home game, but keep your home game driven by the players. Prepare less and let the players drive what's going on. You'll have a lot more fun.