I recently started a West Marches style game because of our group's increasingly deteriorating attendance. We still wanted to play when we get a chance to get together but not everyone will be able to attend, neither will a group necessarily be composed of the same people each session (save for maybe 1 or 2 regulars).
The way the campaign is setup, the PCs are part of an Adventurer's Guild where they can get quests on a billboard or through rumors or etc. And the nature of the quests change depending on the result of previous skirmishes.
The other week, one group (let's call them group A) obtained valuable information on a necromancer and his location. One of their members went insane getting that information and group A is super excited to kill the necromancer. I ended the session there and decided to pick it back up next week.
Now, as it turns out, most of group A's players cannot make it this week and this week's group will be composed of 4 different players, except one (let's call these guys group B).
It makes sense that group B can also be offered the quest to kill the necromancer, and they likely will take that quest. But, I foresee here a problem. If group B cashes in on group A's sacrifice, this might make group A dissatisfied or even sow resentment toward group B.
The reason I can't just not give group B the option to do the quest, aside from it not making sense in-game, is that I have no idea if group A can even get back together with the exact people who originally got the information. So, things can't move forward with the necromancer.
How can I satisfy both groups, is it even possible?