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How Do You Reward Attendance and Participation?
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<blockquote data-quote="plisnithus8" data-source="post: 7870715" data-attributes="member: 6870553"><p>We had to address what to do when players were missing. As the DM, I didn't want to have to find a side quest in the middle of a dungeon or have the missing player's PC ghost around or act without the player's input. So we decided to use a magic rock. If you aren't at the table, your PC goes into the rock. That way other PCs can carry it around and your PC reappears when you show back up at the table. The players don't have any control of how the poke ball is used. It's worked pretty well. The players named the rock the Pokeball.</p><p></p><p>But sometimes we'd show up to play and people would cancel at the last moment. So I got to the point I decided to keep adding players to my group. The group now has 11 total (me included) so what we do is have a second DM and a related campaign which are different planes -- Avernus & Waterdeep). When there are enough players for 2 groups, we split up by rolling initiative and letting players pick which campaign to play in that session (or sometimes we DMs just place them in a group for narrative reasons or draw randomly). The PCs just pop out of the poke ball (which exists simultaneously in both settings) to the appropriate setting. The other DM and I sit at adjacent tables in the store we play in and coordinate storylines, leveling up, etc. </p><p>If we don't have enough players for 2 groups, we just pick one campaign and all play. If one of us DMs can't make it, we have a back-up DM in place. </p><p></p><p>We use benchmark leveling, and everyone levels up, even if the player hasn't been in a while; we decided being punitive wasn't worth it.</p></blockquote><p></p>
[QUOTE="plisnithus8, post: 7870715, member: 6870553"] We had to address what to do when players were missing. As the DM, I didn't want to have to find a side quest in the middle of a dungeon or have the missing player's PC ghost around or act without the player's input. So we decided to use a magic rock. If you aren't at the table, your PC goes into the rock. That way other PCs can carry it around and your PC reappears when you show back up at the table. The players don't have any control of how the poke ball is used. It's worked pretty well. The players named the rock the Pokeball. But sometimes we'd show up to play and people would cancel at the last moment. So I got to the point I decided to keep adding players to my group. The group now has 11 total (me included) so what we do is have a second DM and a related campaign which are different planes -- Avernus & Waterdeep). When there are enough players for 2 groups, we split up by rolling initiative and letting players pick which campaign to play in that session (or sometimes we DMs just place them in a group for narrative reasons or draw randomly). The PCs just pop out of the poke ball (which exists simultaneously in both settings) to the appropriate setting. The other DM and I sit at adjacent tables in the store we play in and coordinate storylines, leveling up, etc. If we don't have enough players for 2 groups, we just pick one campaign and all play. If one of us DMs can't make it, we have a back-up DM in place. We use benchmark leveling, and everyone levels up, even if the player hasn't been in a while; we decided being punitive wasn't worth it. [/QUOTE]
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