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Why I don't GM by the nose
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<blockquote data-quote="Lanefan" data-source="post: 5390745" data-attributes="member: 29398"><p>"Bask in the fame and fortune" = become local heroes, get feted by the local nobility, have cash to buy or commission better gear (magical or otherwise) than they'd otherwise have, and all in all be better prepared for the next adventure.</p><p></p><p>An example:</p><p>A party of 4 characters, let's call them Alpha, Brave, Coward, and Douche. Each goes in to the adventure owning 1000 g.p. worth of gear; the party finds another 6000 g.p. during the adventure. Normally, each PC would end up* with a total of 1000 + (6000 / 4 = 1500) = 2500 g.p. worth of stuff.</p><p></p><p>But Alpha and Brave, being what they are, both died in the field. Coward and Douche, being what they are, are now going to get back to town with 10000 g.p. worth of stuff - they each had 1000, Alpha and Brave each had 1000, plus the 6000 from the dungeon - and so each now has 5000. They gear themselves up, then go out and recruit two more adventurers - this time called Eager and Foolish - and the process repeats.</p><p></p><p>* - for discussion purposes and to keep the math simple, I'm ignoring item loss-consumption-etc.</p><p></p><p>The DM pretty much has to run Coward and Douche, as they have become the party. The game grinds to a halt halfway through the next adventure, however, once Eager and Foolish catch on and start emulating C and D.</p><p></p><p>So how can Alpha and Brave be rewarded for their risk-taking while Coward and Douche are held back, particularly in a game or system that does not use variable experience points?</p><p></p><p>Lan-"occasionally, an Alpha-Brave type survives. My PCs are living proof"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5390745, member: 29398"] "Bask in the fame and fortune" = become local heroes, get feted by the local nobility, have cash to buy or commission better gear (magical or otherwise) than they'd otherwise have, and all in all be better prepared for the next adventure. An example: A party of 4 characters, let's call them Alpha, Brave, Coward, and Douche. Each goes in to the adventure owning 1000 g.p. worth of gear; the party finds another 6000 g.p. during the adventure. Normally, each PC would end up* with a total of 1000 + (6000 / 4 = 1500) = 2500 g.p. worth of stuff. But Alpha and Brave, being what they are, both died in the field. Coward and Douche, being what they are, are now going to get back to town with 10000 g.p. worth of stuff - they each had 1000, Alpha and Brave each had 1000, plus the 6000 from the dungeon - and so each now has 5000. They gear themselves up, then go out and recruit two more adventurers - this time called Eager and Foolish - and the process repeats. * - for discussion purposes and to keep the math simple, I'm ignoring item loss-consumption-etc. The DM pretty much has to run Coward and Douche, as they have become the party. The game grinds to a halt halfway through the next adventure, however, once Eager and Foolish catch on and start emulating C and D. So how can Alpha and Brave be rewarded for their risk-taking while Coward and Douche are held back, particularly in a game or system that does not use variable experience points? Lan-"occasionally, an Alpha-Brave type survives. My PCs are living proof"-efan [/QUOTE]
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