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Player canceling late
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<blockquote data-quote="Aluvial" data-source="post: 3800725" data-attributes="member: 6862"><p>I deal with this in a different way. I set a parameter up, some rules that the players must follow.</p><p></p><p>This system works for me, because I give out an experience report to each player at the start of each game session.</p><p></p><p>First, I set a quorum up for play. If I have 3 players, we need 2 people to be there to play; 4 players, we need 2 people; 5 we need 3; 6/3-4; 7/4... you get the idea. I never want anyone to have to cover more than two characters if I can help it. </p><p></p><p>Second, I instill a contact clause if you are going to be late. It is the player's responsibility to contact me. Email is fine if it is early enough, but calls are better. If you show more than one hour late, you get a penalty (see below).</p><p></p><p>Third, if you miss the game entirely, or are more than one hour late, you get a penalty which I call "Quiet Mode." Quiet Mode essentially means that you get a 20% penalty on gaining experience for the game. That amount is what I figure you get for just running your own character. If you aren't there, you don't get the bonus. </p><p></p><p>At one point, I even gave the penalty experience away to the player who picked up the extra character. Picking up a high level caster is a pain! You should be rewarded for doing so. </p><p></p><p>You could set the penalty at what ever you wanted to. Say an equal percentage based on the number of players that are supposed to be there. 4 players and 1 misses, 25%; 5 players, 20%; 6 players, 17% (16.666%), and so on...</p><p></p><p>Since installing this system, I have maintained my players for years, with each of them only missing one or two sessions a year. We only miss playing the game maybe once a year for lack of players, and that usually involves the Wednesday game before Thanksgiving, or something like that.</p><p></p><p>With a system like this, you can address problem players without singling them out.</p><p></p><p>Hope this helps. </p><p></p><p>Aluvial</p></blockquote><p></p>
[QUOTE="Aluvial, post: 3800725, member: 6862"] I deal with this in a different way. I set a parameter up, some rules that the players must follow. This system works for me, because I give out an experience report to each player at the start of each game session. First, I set a quorum up for play. If I have 3 players, we need 2 people to be there to play; 4 players, we need 2 people; 5 we need 3; 6/3-4; 7/4... you get the idea. I never want anyone to have to cover more than two characters if I can help it. Second, I instill a contact clause if you are going to be late. It is the player's responsibility to contact me. Email is fine if it is early enough, but calls are better. If you show more than one hour late, you get a penalty (see below). Third, if you miss the game entirely, or are more than one hour late, you get a penalty which I call "Quiet Mode." Quiet Mode essentially means that you get a 20% penalty on gaining experience for the game. That amount is what I figure you get for just running your own character. If you aren't there, you don't get the bonus. At one point, I even gave the penalty experience away to the player who picked up the extra character. Picking up a high level caster is a pain! You should be rewarded for doing so. You could set the penalty at what ever you wanted to. Say an equal percentage based on the number of players that are supposed to be there. 4 players and 1 misses, 25%; 5 players, 20%; 6 players, 17% (16.666%), and so on... Since installing this system, I have maintained my players for years, with each of them only missing one or two sessions a year. We only miss playing the game maybe once a year for lack of players, and that usually involves the Wednesday game before Thanksgiving, or something like that. With a system like this, you can address problem players without singling them out. Hope this helps. Aluvial [/QUOTE]
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