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DM's: what do you do with players who miss time?
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<blockquote data-quote="iserith" data-source="post: 6759204" data-attributes="member: 97077"><p>What are the guidelines your group uses for how is "individual XP" handed out? If you've addressed this in another post, apologies, but please point it out to me as I've been travelling and catching up on this thread sporadically.</p><p></p><p></p><p></p><p>Yes, a player wanting a new character could come in at whatever level the party is in our game. It's exceedingly rare that this happens though. Characters tend to get very highly developed over time in our games, so giving one up is pretty hard in my experience. Sometimes what will happen is a player will have a good idea for a character that fits the emerging story really well for a short time, so he or she will play that character for a limited run, then bring back the main character. This is kind of like a "guest star" on a TV show.</p><p></p><p>Experience points in my game are handled via a party pool to which everyone individually contributes and which is continually updated during play (generally after every scene). XP is given for combat, exploration, social interaction, and demonstrating intra-party character ties. The more everyone individually contributes - each in their own way - the faster the party advances, and we do level-ups on the spot. So it benefits everyone when all players are present and participating in good faith, but nobody gets left behind in terms of advancement for missing a game. It also allows players of different strengths, both in terms of player skill and character build, to cover for each other in terms of earning XP. Combat Gal benefits from having Actor Guy on the team with her and vice versa, for example.</p><p></p><p>Having given XP only to those in attendance in the past, I much prefer this method.</p></blockquote><p></p>
[QUOTE="iserith, post: 6759204, member: 97077"] What are the guidelines your group uses for how is "individual XP" handed out? If you've addressed this in another post, apologies, but please point it out to me as I've been travelling and catching up on this thread sporadically. Yes, a player wanting a new character could come in at whatever level the party is in our game. It's exceedingly rare that this happens though. Characters tend to get very highly developed over time in our games, so giving one up is pretty hard in my experience. Sometimes what will happen is a player will have a good idea for a character that fits the emerging story really well for a short time, so he or she will play that character for a limited run, then bring back the main character. This is kind of like a "guest star" on a TV show. Experience points in my game are handled via a party pool to which everyone individually contributes and which is continually updated during play (generally after every scene). XP is given for combat, exploration, social interaction, and demonstrating intra-party character ties. The more everyone individually contributes - each in their own way - the faster the party advances, and we do level-ups on the spot. So it benefits everyone when all players are present and participating in good faith, but nobody gets left behind in terms of advancement for missing a game. It also allows players of different strengths, both in terms of player skill and character build, to cover for each other in terms of earning XP. Combat Gal benefits from having Actor Guy on the team with her and vice versa, for example. Having given XP only to those in attendance in the past, I much prefer this method. [/QUOTE]
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DM's: what do you do with players who miss time?
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