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<blockquote data-quote="Demonspell" data-source="post: 6755664" data-attributes="member: 6792769"><p>Yes, they should; however, if being careful is part of the character’s personality, and they play it that way, then they should receive xp for roleplaying well. I also consider the characters contributions to the story. </p><p>For example, in one of my current campaigns, one of the players has an Elan Psion. His character believes he is a God and he does not like to get his hands dirty. Everyone else does the fighting and he stands back watching and gives orders mostly about who to kill and who to save. When it’s all over he applauds their party’s actions, then he scoops up those that were subdued and begins preaching to them about the wrongs and he works to “convert” those the party has beaten. His character adds a lot to the story that helps him keep up with the party in experience while limiting his involvement in much of what the party does.</p><p></p><p>Not giving a player experience or giving them less experience than the rest of the party isn’t a punishment. When I give experience I AM rewarding the players for their involvement in the story. The amount of that reward should reflect their contribution. </p><p> </p><p>And in those cases, I would argue that being cautious should be rewarded, especially if the party develops a creative way to handle the situation.</p><p></p><p>By rewarding them based on their contribution.</p><p></p><p>That is a possibility, or it could make the game more fun as they push the limits of their characters and start coming up with creative solutions to your challenges. You really won’t know what effect it will have till you try it.</p><p></p><p>The reward them for good roleplaying, especially if that suits their character.</p><p></p><p>And the reward he receives should be commensurate with the contribution to the story and the benefits, or peril he brings to the party.</p><p></p><p>Not at all, but again, the reward he receives should reflect the character’s contribution. I have a player that is new as well, and he needs plenty of encouragement. I frequently stop play, and will describe the situation just to him. I ask questions about how the situation makes him feel, and how he would respond. Then I turn the question around and ask if that is how his character would react. Usually the answer is no. “How would he react?” </p><p>I encourage him to push himself to roleplay the character, then I reward him accordingly. The only way he will get better is by testing what he can do and attempt to push the limits of his imagination.</p><p></p><p>To each his own, as I see it, rewarding group experience doesn’t encourage team work, it discourages individual creativity, and limits the character’s roleplaying contribution to the storyline. </p><p>Also, experience variance isn’t a punishment. It’s a differentiation of contribution. You want more xp contribute more, if you don’t care contribute less. Besides, the reality is over time it all balances out, because one day John may be very active, but the next he won’t be. He’ll get lots of xp one day, and the next he’ll get less.</p></blockquote><p></p>
[QUOTE="Demonspell, post: 6755664, member: 6792769"] Yes, they should; however, if being careful is part of the character’s personality, and they play it that way, then they should receive xp for roleplaying well. I also consider the characters contributions to the story. For example, in one of my current campaigns, one of the players has an Elan Psion. His character believes he is a God and he does not like to get his hands dirty. Everyone else does the fighting and he stands back watching and gives orders mostly about who to kill and who to save. When it’s all over he applauds their party’s actions, then he scoops up those that were subdued and begins preaching to them about the wrongs and he works to “convert” those the party has beaten. His character adds a lot to the story that helps him keep up with the party in experience while limiting his involvement in much of what the party does. Not giving a player experience or giving them less experience than the rest of the party isn’t a punishment. When I give experience I AM rewarding the players for their involvement in the story. The amount of that reward should reflect their contribution. And in those cases, I would argue that being cautious should be rewarded, especially if the party develops a creative way to handle the situation. By rewarding them based on their contribution. That is a possibility, or it could make the game more fun as they push the limits of their characters and start coming up with creative solutions to your challenges. You really won’t know what effect it will have till you try it. The reward them for good roleplaying, especially if that suits their character. And the reward he receives should be commensurate with the contribution to the story and the benefits, or peril he brings to the party. Not at all, but again, the reward he receives should reflect the character’s contribution. I have a player that is new as well, and he needs plenty of encouragement. I frequently stop play, and will describe the situation just to him. I ask questions about how the situation makes him feel, and how he would respond. Then I turn the question around and ask if that is how his character would react. Usually the answer is no. “How would he react?” I encourage him to push himself to roleplay the character, then I reward him accordingly. The only way he will get better is by testing what he can do and attempt to push the limits of his imagination. To each his own, as I see it, rewarding group experience doesn’t encourage team work, it discourages individual creativity, and limits the character’s roleplaying contribution to the storyline. Also, experience variance isn’t a punishment. It’s a differentiation of contribution. You want more xp contribute more, if you don’t care contribute less. Besides, the reality is over time it all balances out, because one day John may be very active, but the next he won’t be. He’ll get lots of xp one day, and the next he’ll get less. [/QUOTE]
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