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Re: [WW] XP Awards & House Rules



your message was the last i've gotten on the message board...are you having
these problems too?
----- Original Message -----
From: <gathomas4@juno.com>
To: <weirdwars@gamerz.net>
Sent: Saturday, April 27, 2002 6:56 PM
Subject: Re: [WW] XP Awards & House Rules


>
>
> On Sat, 27 Apr 2002 11:30:27 EDT LiveDaD@aol.com writes:
> > >b. When speaking in character did the player speak as the player
> > would
> > >or as their character would?
> >
> > Partial agree... Some players dig the speaking in or like the
> > character
> > others prefer the stand offish thing (I notice it really depends on
> > their
> > adlibing/ham skill =). I usually give more points for general
> > keeping it in
> > character (Especially keeping it in their characters scope of
> > knowledge...
> > None of that 'Oh its a troll, pull out the oil!' stuff =).
>
> All of the things listed are tailored for my group and this is a big one.
>  We've played a by the book D&D game and the characters have all achieved
> 16th level over some 45 sessions or so.  As a result, i'm familiar with
> their individual styles of play.  When players do get a chance to
> actually talk in character, it can really destroy the mood and interrupt
> the flow of important clues, if the player decides to crack a joke at
> that time. Some prefer not to talk in character so much and that is fine,
> but even then i expect them to stick to what their character knows of the
> game world and their current situation.
>
> >c. Did the player contribute to the session stalling or did the
> > player
> > >help to keep the session moving?
> >
> > Absolutely positively 100% agree. The flow of the game is what makes
> > of
> > breaks the game. If a player is lollygagging I do my 6 countdown. If
> > they
> > don't spit it out the character uses that round 'thinking' =).
>
> Once the spotlight is on in an action scene, my players move pretty fast.
>  This rule, for us, is for when player A is doing his thing and player B
> starts talking to player C about the latest Hackmaster supplement and how
> lame it is.  Pretty soon people are politely waiting for player B to shut
> up.
>
> > >d. Did the player play a mundane, play-it-safe, forgettable
> > character or
> > >a larger-than-life, risk-taking,
> > >memorable character?
> >
> > Partially agree... My main focus is on the character itself. I have
> > had some
> > great ones at my table and I prefer the ones that have a distinct
> > flavor.
> > Most have nothing to do with combat/hero thing. I have seen and
> > played a few
> > really fun ones... The one I had the best time playing was a
> > Rastifarian
> > Dwarf Paladin named Ganja =).
>
> See, i like Ganja (the character idea ;)
>
> That to me is a memorable character. Now if you play that character and
> make decisions the way Ganja would make them, rather than based on player
> knowledge of the odds of success, then you'll have a risk taker as well.
> The end result is that he's not generic, stereotypical, and playing it
> safe so he can put on levels.  Which is what i like to see, because it
> makes for an entertaining character.
>
>
> > Is it me or is the experience table still need a little working on?
>
> From our D&D playtest campaign i have to say that it works, but it's too
> much hassle unless you're running a combat heavy game.  Even my Omaha
> Beach campaign opener was rated using a free form system.  Surviving all
> that carnage even though you only killed a small number of enemy should
> be worth something right?  And who wants to puzzle out the CRs of "traps"
> like barb-wire, artillery shelling, land mines, etc.
>
> Happy Gaming, =)
>
> screenmonkey
>
>
>
>
>
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