SubjectRe: [dq] Bonus Exp
FromMandos Mitchinson
DateSat, 18 Mar 2006 08:22:23 +1300
> What do people think about Bonus Exp?
>
> I give bonus Exp at the time for moving the story along, or for very
> funny/enjoyable moments.

Yep all good. I also give out lots of EP for scribe notes and am looking at
giving EP for keeping the Wiki up to date with things they discover about
where they are playing.

I focus my rewards on the recording of detail from the adventure to help
with the 'shared experiance thing'. The recent changes to scribe note EP was
based on the way I give EP for scribing, althought I am normally a bit more
generous than the committee mandates amounts.

> It does seem to be a bit like a cross over of DQ and Reality TV shows of
> 'The tribe has voted you bonus Exp'.

From Good idea, we skip merrily to Bad idea. If you really want some voting
of EP, leave it to the end and get the players to nominate their favourate
player of the session and then reward that, but each evening I wouldn't
bother. I suspect it would get in the way of the game itself.

Mandos
/s


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SubjectRe: [dq] Bonus Exp
FromHelen Saggers
DateSat, 18 Mar 2006 13:25:37 +1300
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> What do people think about Bonus Exp?

Yep all for it I give it out for doing Extra Stuff, above and beyond the =
expected or the required by the rules.
Its not usually a large amount, and is based on the per night scribe =
awards.
But you can get bonus Exp from me for things like doing your intro by =
email if your missing first night.
Or giving me as GM a copy of your current Character sheet, its not a =
requirement but I find it useful.

Over the years I have noted that Exp is more of a limit on magical =
development than anything else and unless your giving out more than an =
extra night or twos exp in total it is not going to significantly impact =
Character development.

Training time has the most significant impact on Character development.=20
And while within reason (under 50% more than level recommendation) the =
more than occasional over run of the treasure value doesn't affect =
character development long term, lower than recommended or negative =
adventure rewards can stall character development and several of these =
in a short period can result in a less balanced character as ep and =
training time is channeled into cheep (money wise) options.

Helen


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<BODY>
<DIV><FONT face=3DArial><FONT size=3D2></FONT></FONT></DIV>
<DIV><FONT face=3DArial size=3D2>&gt; What do people think about Bonus=20
Exp?</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>Yep all for it I give it out for doing =
Extra Stuff,=20
above and beyond the expected or the required by the rules.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Its not usually a large =
amount,&nbsp;and is based=20
on the per night scribe awards.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>But you can get bonus Exp from me for =
things like=20
doing your intro by email if your missing first night.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Or giving&nbsp;me as&nbsp;GM a copy of =
your current=20
Character sheet, its not a requirement but I find it =
useful.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>Over the years I have noted that Exp is =
more of a=20
limit on magical development than anything else&nbsp;and unless your =
giving out=20
more than an extra night or twos exp in total it is not going to =
significantly=20
impact Character development.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>Training time&nbsp;has the&nbsp;most =
significant=20
impact on Character development. </FONT></DIV>
<DIV><FONT face=3DArial size=3D2>And while within =
reason&nbsp;(under&nbsp;50% more=20
than&nbsp;level&nbsp;recommendation)&nbsp;the more than occasional over =
run of=20
the treasure value doesn't affect character development long term, lower =
than=20
recommended&nbsp;or negative adventure rewards can stall character =
development=20
and several of these in a short period can result in a less balanced =
character=20
as ep and training time is channeled into cheep (money wise)=20
options.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>Helen</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV></BODY></HTML>

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SubjectRe: [dq] When should I warn players
Fromian at dawn haven
DateSat, 18 Mar 2006 16:19:20 +1300
I agree with Jim. Wholeheartedly.

Do it in the moment, being objective and sticking to what you see is wrong.

In the past I have asked the person to step outside with me (the others knew
I was having words) and said what I felt was wrong. And that I would not
tolerate it in a game I am GMing. 

This may seem 'holier than thou' but I am given that role by the group, so I
have the mandate and the responsibility. More than the party leader.

"I do not accept X within the game" is sharp, direct, to the point and
easily understood. It does not say "you have done wrong".  

I have also done interrupted poor behaviour in other players. Normally
talking over others, or having a side conversation where the GM cannot hear
the action, or I cannot hear the GM.

And I have never objected to a GM telling us to 'hush'.

Ian

> -----Original Message-----
> From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of
> raro002@ec.auckland.ac.nz
> Sent: 17 March 2006 15:29
> To: dq@dq.sf.org.nz
> Subject: Re: [dq] When should I warn players
> 
> Quoting "Andrew Withy (DSL AK)" <AndrewW@datacom.co.nz>:
> 
> > "Bob, can you please give me a hand making coffee?"
> >
> 
> 
> Quoting Chris Caulfield <chriscaulf@gmail.com>:
> 
> > Jono,
> > You could pass them a note (as it was done in the old days) and they
> either
> > get the message or you take them outside and beat them (like the old
> days)
> > CC
> 
> I do not recommend either of these two approaches.
> 
> The direct approach is harder, because you actually have to say something
> reasonably unpleasant to people, and it's on the order of trying to tell
> someone that they have bad breath by shouting it to them in a crowded
> room.
> 
> Frankly, too bad.
> 
> Stopping the disruptive behaviour needs to be done in a direct way for two
> reasons. 1) It's more effective and people (not just the offender) know
> what
> you're talking about. 2) It lets the rest of the players know that you
> have
> identified the disruption and have moved to deal with it.
> 
> When you take someone aside and have a quiet word with them, the other
> players
> don't know that the problem has been addressed. As the person with the
> most
> leverage on the enjoyment of the evening, the DM has to make sure that
> everyone
> knows what the boundaries are and that they will be policed.
> 
> Jim.
> 
> 
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