My group has had to cancel three of the last gaming session due to massive inability to arrive and minor (but game ruining) illness. It's a pain and as the groups GM you'd think I'd take advantage of the time offered right? Of course not, I was ill or the parent of the ill child so that means lots of "wasted" time.
I've been working on a campaign which I wanted to have ready to launch by June (it isn't). We've been nailing down and playtesting some house rules, I don't' think we're there yet with the rules tweaks either. Missing 3 sessions hasn't helped of course.
So i'm in a quandary, scale back my campaign intro plans? Stick with the rules where we were in the last play test ? Drop the rules back to a printed rule set and have fun from there as the campaign develops?
Of course these are mostly DM/GM problems the players in the main have no clue how much time goes into some of this stuff so I'm worried about letting them down. I don't want to let myself down either, in my experience the first few sessions in a campaign really set the tone for how it develops and I've got a group of players that really enjoy multi-year campaigns and I want to deliver.
How do you tell players "I'm not ready yet" let's o something else for fun? Do I want to hear the moans and groans, do I want to start of a game doomed to fail or sticking myself with the wrong tone becasue of underplanning? my Mutant Future Mutantbox suffered because I failed to get the right tone accross and nail-down just who the heck the PCs were supposed to be. My last mix and match D&Desque campaign was ended because I got tired of the power-curve and the pointless nature of the campaign (too much loot and scoot and yet I still like a sandbox).
So Why is it DM's/GM's put themselves through this sort of self inflicted stress in the name of fun?