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Why punish a player if they can't come to the game?
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<blockquote data-quote="twofalls" data-source="post: 2552350" data-attributes="member: 23718"><p>I've not read this whole thread, it's just getting to darn big. The methods for awarding xp is varied and is going to work differently for different groups, obviously. The approach I take is unique to my gaming experience (though I'm sure someone else out there has thought of it... a few of my buddies have plagiarized me on it).</p><p></p><p>I award xp to players, NOT to PC's.</p><p></p><p>That means if you show up you get xp for the game, if not, not. There are a lot of reasons you might not show up for a game, as has been said before, we are adults and life happens. I've had what I feel is great success in having my players showing up, and we have a lot of fun in the game. However, I do build in a means by which players can get their xp's if they don't show up. I call them Consumable experience points.</p><p></p><p>If someone brings a snack to share with the group I award Consumable XP for it. The fancier the snack, the more xp. This goes into a group pool that is most often used to level up characters that are very close but not quite at the level requirement of XPs. It's also used for item creation, and for catching up characters that have fallen behind in levels. The snack makes the session more enjoyable for everyone... and so does the xp. Win Win.</p><p></p><p>With regards to players not showing up and their characters being present in the session, I don't allow it. I run a consistent story, and try to avoid plot hooks that focus on any one particular player character unless I know without a doubt they will be there next game session. I fiat PC's in and out of the sessions if the player isn't there. It's not the most realistic solution, but no one is saddled with playing two complicated characters, and it hasn't damaged the game for my other players yet.</p></blockquote><p></p>
[QUOTE="twofalls, post: 2552350, member: 23718"] I've not read this whole thread, it's just getting to darn big. The methods for awarding xp is varied and is going to work differently for different groups, obviously. The approach I take is unique to my gaming experience (though I'm sure someone else out there has thought of it... a few of my buddies have plagiarized me on it). I award xp to players, NOT to PC's. That means if you show up you get xp for the game, if not, not. There are a lot of reasons you might not show up for a game, as has been said before, we are adults and life happens. I've had what I feel is great success in having my players showing up, and we have a lot of fun in the game. However, I do build in a means by which players can get their xp's if they don't show up. I call them Consumable experience points. If someone brings a snack to share with the group I award Consumable XP for it. The fancier the snack, the more xp. This goes into a group pool that is most often used to level up characters that are very close but not quite at the level requirement of XPs. It's also used for item creation, and for catching up characters that have fallen behind in levels. The snack makes the session more enjoyable for everyone... and so does the xp. Win Win. With regards to players not showing up and their characters being present in the session, I don't allow it. I run a consistent story, and try to avoid plot hooks that focus on any one particular player character unless I know without a doubt they will be there next game session. I fiat PC's in and out of the sessions if the player isn't there. It's not the most realistic solution, but no one is saddled with playing two complicated characters, and it hasn't damaged the game for my other players yet. [/QUOTE]
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Why punish a player if they can't come to the game?
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