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Why punish a player if they can't come to the game?
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<blockquote data-quote="Mallus" data-source="post: 2555359" data-attributes="member: 3887"><p>Touche...</p><p></p><p>But its not such a bad analogy in the sense that the X-Mas bonus loot represent 'options' in the 'market'. The guy who received the bonus has a greater number of purchase options than the one who didn't (let's set aside the issue of deserving the bonus).</p><p></p><p>The same holds true for PC's. More XP = greater level = more options. In my current game (the only one I've ever tried this in), I wanted to establish an equal baseline set of options that <em>every</em> PC has in any given session. I choose to do this by setting eveyone's level equal, regardless of circumstance.</p><p></p><p>Because I'm far less interested in <em>how</em> players got their options/powers/abilities than in <em>what</em> they choose to do with them in a particular scenario. </p><p></p><p>I frame it in terms of 'lowering the barriers to entry' to the game experience.</p></blockquote><p></p>
[QUOTE="Mallus, post: 2555359, member: 3887"] Touche... But its not such a bad analogy in the sense that the X-Mas bonus loot represent 'options' in the 'market'. The guy who received the bonus has a greater number of purchase options than the one who didn't (let's set aside the issue of deserving the bonus). The same holds true for PC's. More XP = greater level = more options. In my current game (the only one I've ever tried this in), I wanted to establish an equal baseline set of options that [i]every[/i] PC has in any given session. I choose to do this by setting eveyone's level equal, regardless of circumstance. Because I'm far less interested in [i]how[/i] players got their options/powers/abilities than in [i]what[/i] they choose to do with them in a particular scenario. I frame it in terms of 'lowering the barriers to entry' to the game experience. [/QUOTE]
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Why punish a player if they can't come to the game?
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