Okay, so...I think everyone has had to deal with late or no-show players a few times, but I think this is a special case. I've got a campaign that I run online that has anywhere from 6-8 players. Here's the thing, though--we're in different time zones, so we game from 8 pm to 11 pm EST, 7 pm to 10 pm CMT. There are also a number of issues that keep about half the group away at the beginning, mostly erratic work schedules to putting their kids to bed to having to wrap up a night class to simply having a crappy Internet connection. So if we start gaming at 8, then by roughly 9:30 everyone is there. That leaves about an hour and a half where everyone's there.
These people are friends and family, and they've pretty much all said they'd like to join right when the game starts--it's just that real life gets in the way of that. By and large I'm sympathetic, but it brings up a problem. What do I do in the beginning with the 2-4 players who show up on time? I don't want to give them something they can't handle, which is hard if they're in the middle of an adventure, especially if I wanted to end things on a bit of a cliffhanger the last time. I've been trying to get away from that, but sometimes it's just what works in the session. At least one player has the Addicted Obligation, which works because his PC is usually in a stupor for the first part of the session. With the others, I'm not really sure.
Does anyone have some thoughts as to what to do with a fraction of the group? Has anyone had to deal with this before? Thanks.