When planning for campaigns for Technical Difficulties, one of the last things on our minds is how often we'd be able to attend. Mostly because we've established a night and time to play and we've been pretty fortunate. But we're also adults with lives, and things happen. With me alone, we've had to cancel a night due to my car breaking down back in The Reformer's campaign, and we almost had to cancel a night when my internet connection didn't want to play ball. The players also have family obligations, work schedules, and more that can interfere with play. No one is upset or angry, as this is a reality of being an adult, and family and work take priority from game night. But also preparing for that eventuality is helpful when planning.
For both player and GM, flexibility is key. You might have been itching to play your favorite character or eager to execute your scenario, but things always can come up. Having the maturity to let it slide and doing something else is very important. As the GM, planning for this means if we want the campaign to continue, having outs for characters. For Road Trip, this means figuring out how to let the PCs skip a session and making it believable. Especially for us, since we usually play in two to two and a half hour chunks, meaning individual scenarios in the campaign take two to three sessions. Luckily, for this campaign I've got an in universe explanation, and for now the players will have to be content knowing that the kids keep getting stomach bugs and waking up in their adventures when the time arises.
Sometimes, no amount of explanation can work. Maybe too many people are unable to attend, including the GM, or a rough week by all means no one is in the mood to continue the campaign. Having one shots in the can or systems that are one shot only is a huge blessing. Ethan's Civil War scenarios have meant that on nights we couldn't all attend or nights where the campaign stalled, we had something to do. Even if you don't have a scenario designed, many systems have premade scenarios that can be purchased, or free or fan made scenarios that you can pick up and play. Similarly, systems like Fiasco meant that there is always a game where the only preparation is having play sets on hand. No one has to prepare or have something designed, it's always ready and willing to be picked up and played.
With campaign play, attendance is important, but you can't always have a 100% attendance rating. Planning for that eventuality and having alternate plans in the can are key to always ensuring your game night will be able to work regardless of plans, or those plans can work if you can't make it. And if no one can make it, there's always places to ask around for a pick up game. We came together because I asked around on the RPPR forums. That's a place to start, but there are plenty of other places, in both meat-space and cyberspace, where people are itching to play. Planning to have fun sounds like an oxymoron, but it doesn't have to be one