Opening in our D&D group

Recently we finally picked up that magical sixth player in our D&D group. Why six as opposed to the four that all the Third Edition rules are keyed toward? I’ve been a player, DM and fan of the game for 25 years so I was introduced to the game back in its First Edition days. Back then, the adventures were written for a group of six to nine heroes to take down the villains, monsters or demon lords. I’m sure they’ve changed up the game to accomodate four now because there’s so much more competition for people’s leisure time, especially with gamers (or nerds and geeks if you wish). Heck, it’s a major effort to get four players to show up regularly let alone five, six or even the epic nine. 
 
Anyway, for a good amount of time, the group has generally held together decently at five and six was always the ideal that we couldn’t maintain. Six still proved untenable with the player we did have briefly and his personality really started to conflict with me and another palyer. Thankfully, he chose to bow out which prevented any further tension. 
 
Sadly, we also had a long-term player bail out suddenly. At first I was rather irked. We all adjusted the evening of the game so he could continue a different hobby which he was entitled to pursue. Then he just quickly said, bye and I felt it was rather rude. I’m over it though because we still want to have him over for dinner or go to movies with him. I would still want to retain that more than his participation in D&D. Who knows, he may return to it because I felt he was a good player. 
 
This me brings me back to the overall nuisance of trying to find replacement players. It really can be hard work. It’s almost like getting a replacement drummer in a band. Everyone has to get along or else it’s just a waste of an evening. No one wants to drive to Pflugerville just to re-enact the Dead Alewives sketch
 
So if you know someone who likes to play and isn’t a social retard, rules lawyer or powergamer. Drop me a line.

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