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[OOC] A Game of Trust

Coming in as you did was fine; the combat was basically wrapped up, and would have been completely wrapped up if I could've gotten a post in sooner.

By the way, any map that I've completed is available through the front page of this thread. I've got some work done on a map for Malita (which you're travelling along the edge of, at the moment), but only time will tell if I can finish it before it becomes irrelevant.

Lastly, the XP log on the front page was out-of-date until just now. I guess it was something I overlooked after the board reset. The new listing is current and inclusive of this latest XP reward.
 

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I wish to apologize for all the names I called the GM under my breath when it looked like we were headed for TPK. Oh, and Fendric lost his horse, so he's just going to be grouchy for a while. Deal with it. :)

Ironically, the storm that knocked out my 'Net connection four hours ago probably would have given a -8 to ranged weapon attacks, too (and thrown down just as much electrical damage as the arrowhawks). I know it gave -4 to carrying groceries in from the car.
 

I had a question privately about how I calculate my XP awards, and since the response ended up being pretty long, and potentially of general interest, I decided to post it here as well. I've put it in an sblock, since people may not want that much behind-the-scenes insight.

[sblock]There's not a simple set of criteria for it, it's largely ad hoc. Roughly speaking, it falls into three categories. First, there are party bonuses for accomplishments, be they winning encounters, delivering letters, getting into important conversations, et cetera. Second, there are individual bonuses for effectiveness; that is, for decisions and actions which advance party goals. Thirdly, there are bonuses for role-playing, whether it's in or out of combat; these are any posts or series of posts which flesh out the game. When it's time for an award of the first variety, I go back to the previous award and read through the thread, post by post, giving awards of the second and third varieties as I go.

Generally speaking, awards for accomplishments are the largest (1000+ XP); this keeps the players from diverging too much in terms of levels, and also acknowledges the fact that even if one important achievement may lie primarily on one character's shoulders, it still took the whole party to get them there, and still carries the same importance to everyone. Individual rewards are smaller; effective decisions will generally run from 100-500 XP, while role-playing generally runs from 25-100 XP per instance; while role-playing is important and I want to encourage it, it isn't what XP was meant to reflect, so I want to adjust its impact accordingly.

It's worth mentioning that these numbers have been scaling up slowly, and will continue to do so. While this is partly due to the amount of XP it takes to gain higher levels, I've found that I haven't had to take this into account much, at all; the significance of party accomplishments, the impact of individual decisions, and the depth and complexity of role-playing have all increased naturally as the game has progressed and you all have had more to work with.

Also note that I try to work from the perspective of the party when I determine what is an "accomplishment," which can lead to some contradictions between what I perceive the party's current goals to be and what I anticipate they will become. This means that I will award decisions that advance toward a party goal, even if I know that goal to be based on incorrect assumptions or otherwise ultimately futile; conversely, when I base awards on what I expect the party's goals to become, they may seem inexplicable. I remember Nurthk getting some decent XP once, a while back, for making one comment which was largely shrugged off at the time, but which has since become a significant question. Although there's always the chance such things will never become important to the party, I prefer to err to the player's benefit in these situations.

If anyone has any questions or disagreements about this, feel free to bring them to me, either publically or privately. I realize that all of this is very subjective, but I do believe it balances out fairly enough over time.[/sblock]
 

I wish to apologize for all the names I called the GM under my breath when it looked like we were headed for TPK

When I was putting together the encounter, I started off with the arrowhawks. I looked over the stats and abilities, and asked myself: "How are they going to survive this?" After considering it for a little while, I shrugged and said "that's their problem." Then I added the earthquake, a tidal wave, and a major storm to the equation.

Congratulations, everyone, and thanks for keeping things exciting for me. It means I don't have to hold back on this next big thing I'm planning.
 


Guilt Puppy said:
When I was putting together the encounter, I started off with the arrowhawks. I looked over the stats and abilities, and asked myself: "How are they going to survive this?" After considering it for a little while, I shrugged and said "that's their problem." Then I added the earthquake, a tidal wave, and a major storm to the equation.

Fajitas, the DM of my favourite SH said something similar a while back and I decided that that would be my motto as well. As a result I have also found it also means I am not trying to direct the encounters as I had a tendency to do.

And now back to our regular programming. Only 250 more XP to 7th!

thotd
 

Because it seems like Nurthk may be going it alone as far as racing the clock may seem, it would probably save a lot of trouble to continue along with the one party minus Nurthk until the others arrive in Tourne. It'd be better than going to the trouble of having to deal with a separate line of events for just a single person. On the other hand, someone could try convincing him to stay, or Fendric could pull rank on Nurthk as the half-orc sees him as party leader and therefore would take orders, albeit grudgingly.
 

I have no problem breaking off on a separate line of events for one person; it could get a little confusing, true, but could be worked with.

Nurthk may want to bring one more body along (Tatlock, perhaps) just to thin out the load on the rest of the horses.
 

Festy said:
Because it seems like Nurthk may be going it alone as far as racing the clock may seem, it would probably save a lot of trouble to continue along with the one party minus Nurthk until the others arrive in Tourne. It'd be better than going to the trouble of having to deal with a separate line of events for just a single person. On the other hand, someone could try convincing him to stay, or Fendric could pull rank on Nurthk as the half-orc sees him as party leader and therefore would take orders, albeit grudgingly.

Fendric respects Nurthk too much to do any kind of rank-pulling; but neither he nor I understood Nurthk's reason for wanting to split the party, or even what he wanted to do - help with the rescue until it was done, or speed along to Tourne?

As of this "day", we've undergone a major combat, and then a major rescue operation. Fendric's out of spells, out of gas, and is working on Heal checks the rest of the night - this is where the party is going to be for the day, probably. But I don't expect the Pelorites to wish to hang in the cave for longer than the next morning.

So without metagaming too much, maybe Nurthk needs to sit down for a meal break and dig into his rations alongside F. and H., and talk about this some more.
 

Guilt Puppy said:
I have no problem breaking off on a separate line of events for one person; it could get a little confusing, true, but could be worked with.

Nurthk may want to bring one more body along (Tatlock, perhaps) just to thin out the load on the rest of the horses.

Ah, thanks Guilt Puppy. :)

dpdx said:
So without metagaming too much, maybe Nurthk needs to sit down for a meal break and dig into his rations alongside F. and H., and talk about this some more.

That's an easy direction for him to go in, sounds good. :D
 

Into the Woods

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