Save My Game: Let Players Manage Themselves, Part 3
I had a conversation with a friend a few weeks back about the fact that in my game, the entire party gets the same amount of experience points. When a character dies and the player brings in a new character, he or she comes in with the same experience as the rest of the party. He saw that as fundamentally unfair -- after all, didn't the player whose character died lose in some way? Wasn't I saying that everyone accomplished the same amount of victories even if a player didn't show up for that week? Shouldn't I "punish" those who didn't show up or who let their character's die?
No. Frankly, that's just dunderheaded.
All right, maybe dunderheaded isn't fair. I mean, I'm talking about fairness here (I told you that I don't always entirely succeed at my own principles). But hear me out. D&D is not about winning and losing. It's about storytelling and high adventure with high risk and reward. It's about getting together with your buddies and having a good time. If someone misses a game because they have to visit the in-laws, isn't that punishment enough? They missed out on fun that weekend! I've found that over the years, a character death is dramatic enough. There's no reason to punish the entire group by making that player fall permanently behind the rest of the group's advancement. It's not as if you are going to have a make-up game, right? After all, if that character is less effective, it not only diminishes the fun for that player, it diminishes the effectiveness of the entire group.
This is where it stops being D&D. When you no longer have individuals making up a group, but just a group. It isn't about competition to get the most XP and leave someone behind in the group, but I don't want to be doing everything to carry the entire group or carry a player that rarely shows up.
The XP wouldn't be rewarded to a perpetual absentee player because they would be removed from the group.
The encounter budget system allows for scaling encounters up or down so that if a character is a little behind it shouldn't hurt the group overall if the encounters are designed properly for the group you have, rather than the norm the encounter design system expects.
You have 4 people working their but off for a few hours, should a 5th person who didn't come into work get paid as well?
everyone plays to have fun with each other yes, and you don't want to grind the game to a halt because of it, but when you take away individual goals, or treat individual actions as nothing more than a cog in a larger machine you end up with dissent and people NOT having fun.
It is when you find the XP ranges that differe so much that you can take the time to work as a group and figure out what is going on and why XP is weighing more for some and less for others and help them build their strengths as players.
If you just want storytelling for adventure and rewards of some sort then V:tM LARP can offer that to you. I don't really care for LARPing myself.
So add to the list individual rewards in the form of XP that allows for personal growth during the game as what helps make D&D D&D. Otheriwse you should just have a group XP that keeps everyone at the same level, or remove XP for "milestones" that after X encounters everyone gets another level, and you don't need the minutia of XP at all.
you can go one step further towards this group dynamic by removing individual characters and have the group of players then work by committee to decide what the entirety of the group is going to do and no be bothered with individuals missing or lagging behind, because a player missing would not make the committee not be able to play and all characters would be present if/when the DM is.