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How many Missed sessions till a game dies?
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<blockquote data-quote="Scharlata" data-source="post: 1485727" data-attributes="member: 4806"><p>Hello, there!</p><p></p><p>Suffering from a severe game addiction as a DM <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> who regularly plays with "his" group once per week I must confess that I was a little concerned about the "showing-up" of players.</p><p></p><p>"My" group decided in the past that not showing up at the game qualifies for a loss of XP for that session for the character in question but the character is not supposed to take the risks of fighting and since then gains lesser loot.</p><p></p><p>This means that failing to show up at the table several times (in a row or not) drops your character behind the expected XP goal for all making him weaker and in consequence "less valuable" for the rest of the group (oh my Gawd, this sounds very fascistic, but that's only maths). On top of that the chances of accidentally finding death in an inevitable fight are rising.</p><p></p><p>In this system, a player whose character died gained only 80% of the accumulated XP of his late character. That was because I thought that would make a player more concerned how to play his character and not seeking death when the player wasn't happy with the results of his dice rolls that built his character.</p><p></p><p>We exercised that option several campaigns only to be teached by the above mentioned rules of math that this system is "just" but really "unplayable". You missed a game and you gain no XP. You miss a game trice and you gain 3x0 XP. Then you drop behind the other character's potential. You fight (and role play) to gain XP but accidentally die and you gain only 80% from the fromer XP. So you drop behind again and the vicious circle gets you....</p><p></p><p></p><p>So we decided for the new campaign that a player who cannot attain to a game session to gain 50% of the XP for the session in question. His character is supposed to fight and possibly die. We didn't change the 80% XP rule after dying. This system helped to consolidate the powers of characters whose players have missed a session.</p><p></p><p>And - that's the interesting thing - I'm no longer concerned about the missing players. They know that not attending to the game means their characters take 100% risk but only gain 50% XP (no longer 10% risk and 0 XP).</p><p></p><p>So I would say that missing more than 7 games in a row kills your character but not the game.</p><p></p><p>Kind regards</p></blockquote><p></p>
[QUOTE="Scharlata, post: 1485727, member: 4806"] Hello, there! Suffering from a severe game addiction as a DM ;) who regularly plays with "his" group once per week I must confess that I was a little concerned about the "showing-up" of players. "My" group decided in the past that not showing up at the game qualifies for a loss of XP for that session for the character in question but the character is not supposed to take the risks of fighting and since then gains lesser loot. This means that failing to show up at the table several times (in a row or not) drops your character behind the expected XP goal for all making him weaker and in consequence "less valuable" for the rest of the group (oh my Gawd, this sounds very fascistic, but that's only maths). On top of that the chances of accidentally finding death in an inevitable fight are rising. In this system, a player whose character died gained only 80% of the accumulated XP of his late character. That was because I thought that would make a player more concerned how to play his character and not seeking death when the player wasn't happy with the results of his dice rolls that built his character. We exercised that option several campaigns only to be teached by the above mentioned rules of math that this system is "just" but really "unplayable". You missed a game and you gain no XP. You miss a game trice and you gain 3x0 XP. Then you drop behind the other character's potential. You fight (and role play) to gain XP but accidentally die and you gain only 80% from the fromer XP. So you drop behind again and the vicious circle gets you.... So we decided for the new campaign that a player who cannot attain to a game session to gain 50% of the XP for the session in question. His character is supposed to fight and possibly die. We didn't change the 80% XP rule after dying. This system helped to consolidate the powers of characters whose players have missed a session. And - that's the interesting thing - I'm no longer concerned about the missing players. They know that not attending to the game means their characters take 100% risk but only gain 50% XP (no longer 10% risk and 0 XP). So I would say that missing more than 7 games in a row kills your character but not the game. Kind regards [/QUOTE]
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