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Sacred cows: Where's the beef?
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<blockquote data-quote="justanobody" data-source="post: 4499379" data-attributes="member: 70778"><p><a href="http://www.wizards.com/default.asp?x=dnd/dusg/20081008" target="_blank">Save My Game: Let Players Manage Themselves, Part 3</a></p><p></p><p></p><p>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.</p><p></p><p>The XP wouldn't be rewarded to a perpetual absentee player because they would be removed from the group.</p><p></p><p>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.</p><p></p><p>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?</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="justanobody, post: 4499379, member: 70778"] [url=http://www.wizards.com/default.asp?x=dnd/dusg/20081008]Save My Game: Let Players Manage Themselves, Part 3[/url] 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. [/QUOTE]
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