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Missing Players
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<blockquote data-quote="Nightcloak" data-source="post: 2531296" data-attributes="member: 23862"><p>OK, lets try and take the easyone first, maybe they will inspre other ideas from the galleries...</p><p></p><p></p><p></p><p>First rule we have, the game continues with one player short and is scrubbed if more than that. But we meet weekly and have a small group so that does make it easy to do that. </p><p></p><p>If a player is missing, he has two options. He either lets me "write him out" for the week and he gets no XP or he lets another player play him, if one agrees, and he gets half XP. The second option rarely happens.</p><p></p><p>"Writing out " a player is generally understood by the group that I will give some "Not to be looked at to closely" reason and the game goes on. It is usually something simple. If the players are in town then the character leaves them a note he is gone shopping for the day, or if the players are in a dungeon then something minor happens to the missing character who needs to be layed low to fix the issue. </p><p></p><p>Now this works for me because A) It happens infrequently and B) the players will just take the week off and play Settlers of Catan or something if we are at an important junction (they don't want to fight something big when they are down a player)</p><p></p><p>It sounds like your missing players are more frequent and the play is not easily put off for a week. So I'll take on the subject next with that assumption.</p><p></p><p></p><p></p><p>Testify brother. I think everyone here will agree with you on that one.</p><p> </p><p></p><p></p><p>High level adventures tend to do that. And player participation is a must. Plus it sounds like this is an every session event which really would hurt the XP developement of the players and story continuity.</p><p></p><p>First of all, if possible, I'd try to keep your adventures "single capsule" as you put it. Even bigger (and more fun!) high level adventures can be broken down to chapters or episodes with some planning. That might help you plan for missing players by creating the capsule effect by breaking a bigger adventure into smaller pieces. the down side is this could preclude some large dungeon crawls as they are a little harder to justify a clean break.</p><p></p><p>As far as XP goes, I don't blame you for not wanting to give out XP. Players should earn it. But your issue is a little more complicated - The problem is that your players miss enough games (from the sounds of it) that there could be an actual lag in levels eventually. That would throw the CR and EL off and mess up your adventures, or worse - leave the party under prepared of an end encounter with a BBEG. Worse, if you have some players who always make it to the game, they could feel resentment if you do give out XP to missing players. After all, they show up more than the others and have nothing more to show for their loyalty.</p><p></p><p>I think the solution here is to change the nature of the <em>rewards</em> given to the players. XP is nothing more than a reward for completeting an adventure - It just happens to be highly prized as it allows character advancement. You may be able to get away with giving out XP to everyone but offering a bonus reward to players who participate.</p><p></p><p>1. You could try only giving out 75% of the XP for an evening, but offering participating players a 25% bonus for roleplaying (i.e. full XP bonus in reality)</p><p></p><p>2. If you use hero points or action points, you can reduce the amount received by players at each level but give bonus points to players at the end of every evening with XP.</p><p>Player 1: "D'oh! I failed my save against the dragons breath. I'm so toast" </p><p>Player 2: "To bad you couldn't make it last week, you could have used the action points"</p><p></p><p>In otherwords, find a new reward for the players who participate. That way you reward players who show up while mildly punishing players who cannot make it.</p><p></p><p>Hope that helps! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Nightcloak, post: 2531296, member: 23862"] OK, lets try and take the easyone first, maybe they will inspre other ideas from the galleries... First rule we have, the game continues with one player short and is scrubbed if more than that. But we meet weekly and have a small group so that does make it easy to do that. If a player is missing, he has two options. He either lets me "write him out" for the week and he gets no XP or he lets another player play him, if one agrees, and he gets half XP. The second option rarely happens. "Writing out " a player is generally understood by the group that I will give some "Not to be looked at to closely" reason and the game goes on. It is usually something simple. If the players are in town then the character leaves them a note he is gone shopping for the day, or if the players are in a dungeon then something minor happens to the missing character who needs to be layed low to fix the issue. Now this works for me because A) It happens infrequently and B) the players will just take the week off and play Settlers of Catan or something if we are at an important junction (they don't want to fight something big when they are down a player) It sounds like your missing players are more frequent and the play is not easily put off for a week. So I'll take on the subject next with that assumption. Testify brother. I think everyone here will agree with you on that one. High level adventures tend to do that. And player participation is a must. Plus it sounds like this is an every session event which really would hurt the XP developement of the players and story continuity. First of all, if possible, I'd try to keep your adventures "single capsule" as you put it. Even bigger (and more fun!) high level adventures can be broken down to chapters or episodes with some planning. That might help you plan for missing players by creating the capsule effect by breaking a bigger adventure into smaller pieces. the down side is this could preclude some large dungeon crawls as they are a little harder to justify a clean break. As far as XP goes, I don't blame you for not wanting to give out XP. Players should earn it. But your issue is a little more complicated - The problem is that your players miss enough games (from the sounds of it) that there could be an actual lag in levels eventually. That would throw the CR and EL off and mess up your adventures, or worse - leave the party under prepared of an end encounter with a BBEG. Worse, if you have some players who always make it to the game, they could feel resentment if you do give out XP to missing players. After all, they show up more than the others and have nothing more to show for their loyalty. I think the solution here is to change the nature of the [I]rewards[/I] given to the players. XP is nothing more than a reward for completeting an adventure - It just happens to be highly prized as it allows character advancement. You may be able to get away with giving out XP to everyone but offering a bonus reward to players who participate. 1. You could try only giving out 75% of the XP for an evening, but offering participating players a 25% bonus for roleplaying (i.e. full XP bonus in reality) 2. If you use hero points or action points, you can reduce the amount received by players at each level but give bonus points to players at the end of every evening with XP. Player 1: "D'oh! I failed my save against the dragons breath. I'm so toast" Player 2: "To bad you couldn't make it last week, you could have used the action points" In otherwords, find a new reward for the players who participate. That way you reward players who show up while mildly punishing players who cannot make it. Hope that helps! :) [/QUOTE]
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