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General Tabletop Discussion
*Dungeons & Dragons
DM's: what do you do with players who miss time?
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<blockquote data-quote="TheFindus" data-source="post: 6759254" data-attributes="member: 75791"><p>In my opinion XP can be seen as a reward or a pacing device. The people I play with use it as a pacing device.</p><p></p><p>However, on a practical note, I know about discussions regarding individual XP after a session. I have experienced them firsthand. So the DM passes out different XP to different players for their PC. Somebody asks for a reason for the differences. DM explains his or her view. A discussion develops and everybody chimes in why A should not get more XP than B. DM eventually says: it is my decision, I am the DM. Everybody else cries: argument from authority does not count, if you make a ruling, you have to explain your reasoning. You are only as powerful as we let you be.</p><p></p><p>In the end, after a lengthy tiresome debate, everybody agrees that 1) the DM probably gives everybody the same amount of XP most of the time, 2) everybody at the table has good and bad days and 3) the most important thing is that we all play together (Disney-D&D-moment: let's all be friends, fade to end screen and music...).</p><p>So we decide to skip the individual XP thing and just pass out XP equally and use them as a pacing device.</p><p></p><p>And that is where I am coming from.</p><p></p><p></p><p>Correct. There is literally no greater truth in roleplaying than this.</p><p></p><p></p><p>I have never as a player looked for the best way to get XP. I know that in the old Dragonlance modules, the Gates of Thorbadin have a gp value in case you rip them out of the mountain and use the spell Shrink to take them with you. But "more XP in a better way" has never been my style of play. As a DM, I have catered to that style of play for a while, but found that a much stronger incentive for the players I play with is a story hook that connects deeply with something the player wants his/her PC to be challenged with. Since then, XP have pretty much become more of a background thing.</p></blockquote><p></p>
[QUOTE="TheFindus, post: 6759254, member: 75791"] In my opinion XP can be seen as a reward or a pacing device. The people I play with use it as a pacing device. However, on a practical note, I know about discussions regarding individual XP after a session. I have experienced them firsthand. So the DM passes out different XP to different players for their PC. Somebody asks for a reason for the differences. DM explains his or her view. A discussion develops and everybody chimes in why A should not get more XP than B. DM eventually says: it is my decision, I am the DM. Everybody else cries: argument from authority does not count, if you make a ruling, you have to explain your reasoning. You are only as powerful as we let you be. In the end, after a lengthy tiresome debate, everybody agrees that 1) the DM probably gives everybody the same amount of XP most of the time, 2) everybody at the table has good and bad days and 3) the most important thing is that we all play together (Disney-D&D-moment: let's all be friends, fade to end screen and music...). So we decide to skip the individual XP thing and just pass out XP equally and use them as a pacing device. And that is where I am coming from. Correct. There is literally no greater truth in roleplaying than this. I have never as a player looked for the best way to get XP. I know that in the old Dragonlance modules, the Gates of Thorbadin have a gp value in case you rip them out of the mountain and use the spell Shrink to take them with you. But "more XP in a better way" has never been my style of play. As a DM, I have catered to that style of play for a while, but found that a much stronger incentive for the players I play with is a story hook that connects deeply with something the player wants his/her PC to be challenged with. Since then, XP have pretty much become more of a background thing. [/QUOTE]
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