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In-game explanation for missing Players
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<blockquote data-quote="Three_Haligonians" data-source="post: 2889274" data-attributes="member: 19546"><p>I'm so glad you asked!</p><p></p><p>A few months ago I got a new campaign started with way more players than I usually have (read: more than 2 or 3) and I knew we all had busy lives so I decided to come up with something.</p><p></p><p>My campaign centres around the PC's being part of a large organization of explorer's and treasure hunter's. As members, the PC's all have a little identification pin that also serves as a sort of beacon. Every so often one of the characters (when their player can't make it) gets called for "clerical duty" and is instantly teleported back to the Head Quarters for filing, compiling, or even just cleaning. When the player arrives, the character is teleported back in with the group and they keep on going. I also rule that "clerical duty" grants the absentee 10% of the XP the rest of the group gains - just so they don't fall completely behind.</p><p></p><p>Naturally, this idea is a little campaign specific, and we all agree to just gloss over the finer details and some of the questions one might raise..."if they can just teleport us.. why do we have to travel to each location normally?"... and so forth, but it works.</p><p></p><p>The idea of "popping" in and out (IMC, teleporting makes a loud bang) has become a staple of the game, even when it happens during the most inopportune moments like, when facing the BBEG of the particular adventure or what have you.</p><p></p><p>It's a lot of fun and has led to some pretty cool (and pretty funny) moments in game.</p><p></p><p>J from Three Haligonians</p></blockquote><p></p>
[QUOTE="Three_Haligonians, post: 2889274, member: 19546"] I'm so glad you asked! A few months ago I got a new campaign started with way more players than I usually have (read: more than 2 or 3) and I knew we all had busy lives so I decided to come up with something. My campaign centres around the PC's being part of a large organization of explorer's and treasure hunter's. As members, the PC's all have a little identification pin that also serves as a sort of beacon. Every so often one of the characters (when their player can't make it) gets called for "clerical duty" and is instantly teleported back to the Head Quarters for filing, compiling, or even just cleaning. When the player arrives, the character is teleported back in with the group and they keep on going. I also rule that "clerical duty" grants the absentee 10% of the XP the rest of the group gains - just so they don't fall completely behind. Naturally, this idea is a little campaign specific, and we all agree to just gloss over the finer details and some of the questions one might raise..."if they can just teleport us.. why do we have to travel to each location normally?"... and so forth, but it works. The idea of "popping" in and out (IMC, teleporting makes a loud bang) has become a staple of the game, even when it happens during the most inopportune moments like, when facing the BBEG of the particular adventure or what have you. It's a lot of fun and has led to some pretty cool (and pretty funny) moments in game. J from Three Haligonians [/QUOTE]
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