sleypy
Explorer
I don't reward or punish players that are absent; I reward/punish players mostly cause I'm lazy. In regards to treasure, I give the loot to the PCs that are present. I treat treasure distribution as an in-game decision and not a DM decision. I don't give XP at all which makes it, in part, a mute point. At the beginning of the arc, I tell the players what level they will start and I tell them to level up at particular milestones.
I'm wondering if some of the disagree here comes from the fact that some people mostly play with close friends while others play with people who are (gaming) associates?
Most of the time I'm gaming with people that I only associate with because of D&D. (It is closer to a working relationship than a friendship.) I'm far more structured with games like that because the game is our only connection; without it there is no reason to meet.
My opinions would be very different for a game with my friends & family; the logistics are lax because the game is secondary. I want to be with them even after a game gets cancelled or if it has to be a very brief session.
I'm wondering if some of the disagree here comes from the fact that some people mostly play with close friends while others play with people who are (gaming) associates?
Most of the time I'm gaming with people that I only associate with because of D&D. (It is closer to a working relationship than a friendship.) I'm far more structured with games like that because the game is our only connection; without it there is no reason to meet.
My opinions would be very different for a game with my friends & family; the logistics are lax because the game is secondary. I want to be with them even after a game gets cancelled or if it has to be a very brief session.