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<blockquote data-quote="Oofta" data-source="post: 7458882" data-attributes="member: 6801845"><p>I've just relayed the way we run it, and the what we've enjoyed over the years. Not saying it's going to work for you. Different strokes for different folks and all.</p><p></p><p></p><p>But to address the main issues.</p><p></p><p>1) There is no real risk in <em>any</em> side story. If there were real risk, real chance of failure, it wouldn't be a side story. If the party's 2nd level and Vinzu wants to take on the wererat gang single-handedly I'd veto the idea and suggest an alternative story. Maybe a short story about the impact the gang is having on people he grew up with, or an old childhood friend that has joined the gang. If Vinzu is a 15th level rogue, he can probably take out the entire gang without help.</p><p></p><p></p><p>Therefore, no risk, no die rolling, no XP (or achievement of milestone). The PCs don't have any conception of experience points, it's a game construct. There's no "narrative inconsistency" from the PC's perspective. From the PC's perspective as time goes by they practice their sword-fighting techniques or trying to understand spells better and slowly they get better. Occasionally they make a breakthrough after a particularly challenging period in their life, other times they do not. </p><p></p><p></p><p>2) With Bob's permission means that Bob's PC is in grave danger for out-of-game activity. An alternative story is that he finds out that there's beholder running the gang and he runs like hell. i guess I could have a roll of the die or two to resolve this particular point, but that would be the exception of how I handle it.</p><p></p><p>3) If I hand out a magic item it's because it makes sense from the story's perspective. Let's say Vinzu is a paladin and I've decided that it's time to give him a holy avenger but I have a cool scene in mind, an experience that will have a lot of impact for Bob. But it's not going to make a lot of sense or be particularly engaging for the rest of the group. I may handle it as a side-story and if Bob wants to write up a story about what it means to him, great. Otherwise I'll just write up something short and post it so the group knows it happened.</p><p></p><p>4) So I don't see any inconsistencies. Leveling isn't a reward for killing monsters, it's a reflection of PC growth. Because it's a game, that growth is generally related to killing monsters but it doesn't have to be.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7458882, member: 6801845"] I've just relayed the way we run it, and the what we've enjoyed over the years. Not saying it's going to work for you. Different strokes for different folks and all. But to address the main issues. 1) There is no real risk in [I]any[/I] side story. If there were real risk, real chance of failure, it wouldn't be a side story. If the party's 2nd level and Vinzu wants to take on the wererat gang single-handedly I'd veto the idea and suggest an alternative story. Maybe a short story about the impact the gang is having on people he grew up with, or an old childhood friend that has joined the gang. If Vinzu is a 15th level rogue, he can probably take out the entire gang without help. Therefore, no risk, no die rolling, no XP (or achievement of milestone). The PCs don't have any conception of experience points, it's a game construct. There's no "narrative inconsistency" from the PC's perspective. From the PC's perspective as time goes by they practice their sword-fighting techniques or trying to understand spells better and slowly they get better. Occasionally they make a breakthrough after a particularly challenging period in their life, other times they do not. 2) With Bob's permission means that Bob's PC is in grave danger for out-of-game activity. An alternative story is that he finds out that there's beholder running the gang and he runs like hell. i guess I could have a roll of the die or two to resolve this particular point, but that would be the exception of how I handle it. 3) If I hand out a magic item it's because it makes sense from the story's perspective. Let's say Vinzu is a paladin and I've decided that it's time to give him a holy avenger but I have a cool scene in mind, an experience that will have a lot of impact for Bob. But it's not going to make a lot of sense or be particularly engaging for the rest of the group. I may handle it as a side-story and if Bob wants to write up a story about what it means to him, great. Otherwise I'll just write up something short and post it so the group knows it happened. 4) So I don't see any inconsistencies. Leveling isn't a reward for killing monsters, it's a reflection of PC growth. Because it's a game, that growth is generally related to killing monsters but it doesn't have to be. [/QUOTE]
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