Very good write-up. It sounds like it went very well indeed. I like the bridge tactics - that’s the kind of thing my players would do too
– GreyWulf 2007-03-15 10:58 UTC
Thanks. I just added a note at the end regarding the bridge plan, and the rolls I thought of. I’m still a bit shaky on all these skill rolls. I don’t want skill monkeys to feel like their investment was not paying off, so I really want to use skill rolls. On the other hand, players are interested in convincing me that none are necessary (in their favor only). I have at least one sales manager player in my party, if you know what I mean…
– AlexSchroeder 2007-03-15 11:43 UTC
i exactly know what you mean… ;) und freue mich auf morgen abend!
– zeno 2007-03-20 10:38 UTC
Regarding experience points (XP). One of my players mailed me. I’m trying to make up my mind…
I really need to think about the kind of things I want to reward, and then make the right choices. My players seem to enjoy fights (fights > interaction > riddles). Rewarding fights would suit them, I guess. Personally, I like interaction (interaction > fights > riddles). I could reward them according to my preferences, but I’d feels like a teacher trying to push children around. I don’t think my players would enjoy that. They’d be forced to play a game they don’t like.
Does that mean no more story awards? I shall be doing this old-school. No challenge ratings for noncombat encounters, no reward for reaching mission goals, no roleplaying awards. These things are their own reward.
“Don’t simply add story awards to standard awards (even if you compensate by giving out more treasure as well) unless you want to speed up character progression.” – DMG, p. 41
Hm. It goes against my nature. My nature tells me I should go the other way and award only story awards.
Perhaps I should bring this up at our next session.
– AlexSchroeder 2007-03-20 22:40 UTC