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XP for Absent Players
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<blockquote data-quote="Kinematics" data-source="post: 7793440" data-attributes="member: 6932123"><p>This touches on something I mentioned earlier: People are conflating two different issues here. The original thread topic was dealing with XP distribution for absent players — people who are not actually at the game session. Then people brought in issues about giving XP to players who <em>are</em> at the game, but not contributing in whatever manner. That is an entirely separate issue, and its solution has nothing to do with the use of XP to incentivize attendance, or to minimize tracking headaches, or to keep the game balanced.</p><p></p><p>It's using a symptom of a problem (ie: a player getting XP who didn't "deserve" it) and using that to define how you handle XP, when that's really the wrong tool for the job. You can, for example, still use milestone leveling while telling a problem player, "No, you don't go up a level. Because you were being a hindrance to the game, and/or Because I said so."</p><p></p><p>The choice of XP handling should be chosen because of how you want the game to work. It shouldn't be influenced by how you want to handle out-of-game issues.</p></blockquote><p></p>
[QUOTE="Kinematics, post: 7793440, member: 6932123"] This touches on something I mentioned earlier: People are conflating two different issues here. The original thread topic was dealing with XP distribution for absent players — people who are not actually at the game session. Then people brought in issues about giving XP to players who [i]are[/i] at the game, but not contributing in whatever manner. That is an entirely separate issue, and its solution has nothing to do with the use of XP to incentivize attendance, or to minimize tracking headaches, or to keep the game balanced. It's using a symptom of a problem (ie: a player getting XP who didn't "deserve" it) and using that to define how you handle XP, when that's really the wrong tool for the job. You can, for example, still use milestone leveling while telling a problem player, "No, you don't go up a level. Because you were being a hindrance to the game, and/or Because I said so." The choice of XP handling should be chosen because of how you want the game to work. It shouldn't be influenced by how you want to handle out-of-game issues. [/QUOTE]
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