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If/how to impliment OOC points
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<blockquote data-quote="stonegod" data-source="post: 4425901" data-attributes="member: 36973"><p>So, if I get more points for more encounters, that means longer games are favored over shorter ones... increasing probability of someone dropping. Also, unless I missed something, it doesn't stop the multiple games problem (I complete more encounters in mass if I'm running more games at a time).</p><p>I'm not pulling a strawman here; I'm heading off possible logical consequences of the discussion above (i.e., if gaps in posting is bad, then more posting good). Not attributing it to anyone.</p><p>One was a (former) judge who had to drop out because his RL job essentially forced him to. The other two were separate relatively newish posters who had been around long enough as PCs but was their first time. My running the three of them is more of a function of there not be enough judges than the flakiness of the DMs (though that happens).Its more of a springboard than something final.Holdover from the original LEW version: It is in place to avoid the "My new 1st PC is not 20th due to my horde of DM points" (which would take so long in RL that in practice its not going to happen).</p><p>Very simple and ideal... ideally. PCs, however, outnumber DMs a lot, and an incentive to <strong>bring in</strong> DMs and (more importantly) <strong>keep them</strong> is needed. It is fun to run games, but a lot of work. Some tangible reward would be sort of *thanks* for doing the hardest job in gaming.</p><p></p><p>A slightly different (but as simple) approach would be:</p><p>- You run a game to completion, you get n DM points.</p><p>n could be fixed (e.g., always 1) or n could be very simple like # of players you ran (to account for the difficulty/amount of 'fun-units' you provided to players). Still would want to look at how they coudl be spent, but it doesn't get any simpler (aside from covaithe's suggestions).</p><p></p><p>I think covaithe's or the fixed number proposed above would be "best" in some sense. The above could still be gamed (more games or many players), but the ways are less so.</p><p></p><p>'Course, I'm not a facilitator. <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=";)" /></p></blockquote><p></p>
[QUOTE="stonegod, post: 4425901, member: 36973"] So, if I get more points for more encounters, that means longer games are favored over shorter ones... increasing probability of someone dropping. Also, unless I missed something, it doesn't stop the multiple games problem (I complete more encounters in mass if I'm running more games at a time). I'm not pulling a strawman here; I'm heading off possible logical consequences of the discussion above (i.e., if gaps in posting is bad, then more posting good). Not attributing it to anyone. One was a (former) judge who had to drop out because his RL job essentially forced him to. The other two were separate relatively newish posters who had been around long enough as PCs but was their first time. My running the three of them is more of a function of there not be enough judges than the flakiness of the DMs (though that happens).Its more of a springboard than something final.Holdover from the original LEW version: It is in place to avoid the "My new 1st PC is not 20th due to my horde of DM points" (which would take so long in RL that in practice its not going to happen). Very simple and ideal... ideally. PCs, however, outnumber DMs a lot, and an incentive to [b]bring in[/b] DMs and (more importantly) [b]keep them[/b] is needed. It is fun to run games, but a lot of work. Some tangible reward would be sort of *thanks* for doing the hardest job in gaming. A slightly different (but as simple) approach would be: - You run a game to completion, you get n DM points. n could be fixed (e.g., always 1) or n could be very simple like # of players you ran (to account for the difficulty/amount of 'fun-units' you provided to players). Still would want to look at how they coudl be spent, but it doesn't get any simpler (aside from covaithe's suggestions). I think covaithe's or the fixed number proposed above would be "best" in some sense. The above could still be gamed (more games or many players), but the ways are less so. 'Course, I'm not a facilitator. ;) [/QUOTE]
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