I completely divorce advancement from actions and results. We level by sessions.My fiancée and I had nearly a three hour conversation about what I should do to improve my next campaign, whenever it comes around.
I have been using milestone XP for several years now, which (I feel) has at least partially contributed to apathy from several players. (Why bother making an effort to come if you get all the character rewards anyway?) Also, it's made players want to rush through content, avoid side quests and exploration, roleplaying encounters, and wandering monsters.
How do you make the game more than just a "greatest hits" of an adventure when using milestone? Or should I go with XP awards and not give XP to those who miss?
The concern is that I'm getting ready to run an AP, and I don't want characters to have to level grind to get to the appropriate level for the game.
I have been using milestone XP for several years now, which (I feel) has at least partially contributed to apathy from several players. (Why bother making an effort to come if you get all the character rewards anyway?)
Also, it's made players want to rush through content, avoid side quests and exploration, roleplaying encounters, and wandering monsters.
But what do you think about the fiancée's complaint that random encounters and side quests hamper milestone / story advancement?
I guess I have players who prioritize coming to the game and others who don't. I understand family, work, health obligations (obviously), but some show up late, cancel last minute, or just "forget," etc. When I brought up whether they still want to play, I get excuses, promises to change, but nothing changes.
So I suppose canning the player is the way to go?
The point of sports being to win doesn't change the fact that they sound like a terrible coach. But hey, maybe I shouldn't judge them so harshly on based on some throwaway comment which doesn't even really apply to rpgs where the goal is very much to have fun while playing, not just when you "win".That's kind of the point of sports, of which I'm not a devotee, to win. Sports is a team activity where you try to win, and crush the enemy team.
As a side note, I know someone who plays rugby passionately, and she does not just "enjoy the experience".
True enough, I suppose.The point of sports being to win doesn't change the fact that they sound like a terrible coach. But hey, maybe I shouldn't judge them so harshly on based on some throwaway comment which doesn't even really apply to rpgs where the goal is very much to have fun while playing, not just when you "win".
I guess I have players who prioritize coming to the game and others who don't. I understand family, work, health obligations (obviously), but some show up late, cancel last minute, or just "forget," etc. When I brought up whether they still want to play, I get excuses, promises to change, but nothing changes.
So I suppose canning the player is the way to go?
But what do you think about the fiancée's complaint that random encounters and side quests hamper milestone / story advancement?