missmvicious
2011-10-15, 02:51 PM
Everyone I play with is tired of playing for DMs who don't give out GP or XP as often or as generously, as they should. So I'm making a serious stat cruncher game.
We've got a couple of noobs in the group, so I've started everyone off at Level 1, base races, base classes, so leveling up should be fairly quick and easy. They made it to level 2 after the first session, and are almost at level 3 and their 3rd session is tomorrow.
I cranked up the XP gain by writing out some XP rules for role-playing, since the DMG doesn't have a clearly marked guide for that. This also rewards the Players who really get into the game, and penalizes those who don't show (if you're not there, you can't role-play, so you won't get the XP for it.)
But after cranking the role-playing XP up, my players are starting to get complacent. Most of them seem content to stay in town, where there is no combat, and stat crunch on role-playing until they're a high enough level to plow through the combat setting I have set up for them. I've offered some enticements for them to leave town, but only some of them bit, and I'm worried about being forced into running a split campaign. I don't want to railroad the campaign, so forcing everyone to leave town is right out. Maybe I need to tweak the role-playing XP a little.
Here are some of the guidelines I'm currently using to determine role-playing XP:
1. Determine CR of NPC.
2. Compare CR with combat XP reward on chart, pg 38, DMG.
3. Did PC have to role skill checks to accomplish his goal?
If yes, did he get what he wanted? Full XP if he gets what he wanted, half if not, as long as they role-played it well (not just roll-played it).
If no: no XP (unless they just blow my mind with brilliant role-playing, then 50 XP for the effort.)
I also reward combat role-playing XP (100 XP max) if they take the time to describe their attack (describing the attack may involve skill checks during the attack and count as a Called Shot), rather than say, "Did 18 hit your AC? Cool... that thing took 8 points of damage then..." but I've only been able to put them through one fight so far, so they wouldn't even know that.
All the players are really enjoying leveling up so fast without taking a single HP of damage, but some of the players are getting a little bored, while others are thinking about staying in town for a week (or more) just stat-crunching.
I know I blundered here, but how do I fix it without railroading the campaign?
Should I fix the role-playing XP? If so, how would you change it? Should I set up an in-town combat encounter to give them a taste for blood? They know their mission, and they have a rough idea that it's time sensitive, so I don't want to throw a side-quest their way... I don't know.
** Spoiler Alert if anyone from my campaign is reading this**
I've got one more "nudge" that was actually written into the story concept to create a "ticking time bomb" sense of urgency, which will hopefully get things going, but it doesn't kick in until the 3rd in-game day, and they probably won't understand the implications of it until about the 5th or 6th in-game day. On day 3, I'm sending Apocalypse Frogs (sort of a divine warning of impending doom) and every d4 days thereafter, I send them again. Each time they arrive, the CR for monsters and the encounter frequency goes up a little. After a predetermined number of appearances from the little guys, all hell breaks loose if they haven't unravelled the mystery of the campaign by then. This should light a fire under their rears, but I worry that it won't motivate them quickly enough. If they don't get their act together soon, they won't have enough time to solve the mystery before Colossal monsters are rampaging through town like a bad Godzilla knockoff.
We've got a couple of noobs in the group, so I've started everyone off at Level 1, base races, base classes, so leveling up should be fairly quick and easy. They made it to level 2 after the first session, and are almost at level 3 and their 3rd session is tomorrow.
I cranked up the XP gain by writing out some XP rules for role-playing, since the DMG doesn't have a clearly marked guide for that. This also rewards the Players who really get into the game, and penalizes those who don't show (if you're not there, you can't role-play, so you won't get the XP for it.)
But after cranking the role-playing XP up, my players are starting to get complacent. Most of them seem content to stay in town, where there is no combat, and stat crunch on role-playing until they're a high enough level to plow through the combat setting I have set up for them. I've offered some enticements for them to leave town, but only some of them bit, and I'm worried about being forced into running a split campaign. I don't want to railroad the campaign, so forcing everyone to leave town is right out. Maybe I need to tweak the role-playing XP a little.
Here are some of the guidelines I'm currently using to determine role-playing XP:
1. Determine CR of NPC.
2. Compare CR with combat XP reward on chart, pg 38, DMG.
3. Did PC have to role skill checks to accomplish his goal?
If yes, did he get what he wanted? Full XP if he gets what he wanted, half if not, as long as they role-played it well (not just roll-played it).
If no: no XP (unless they just blow my mind with brilliant role-playing, then 50 XP for the effort.)
I also reward combat role-playing XP (100 XP max) if they take the time to describe their attack (describing the attack may involve skill checks during the attack and count as a Called Shot), rather than say, "Did 18 hit your AC? Cool... that thing took 8 points of damage then..." but I've only been able to put them through one fight so far, so they wouldn't even know that.
All the players are really enjoying leveling up so fast without taking a single HP of damage, but some of the players are getting a little bored, while others are thinking about staying in town for a week (or more) just stat-crunching.
I know I blundered here, but how do I fix it without railroading the campaign?
Should I fix the role-playing XP? If so, how would you change it? Should I set up an in-town combat encounter to give them a taste for blood? They know their mission, and they have a rough idea that it's time sensitive, so I don't want to throw a side-quest their way... I don't know.
** Spoiler Alert if anyone from my campaign is reading this**
I've got one more "nudge" that was actually written into the story concept to create a "ticking time bomb" sense of urgency, which will hopefully get things going, but it doesn't kick in until the 3rd in-game day, and they probably won't understand the implications of it until about the 5th or 6th in-game day. On day 3, I'm sending Apocalypse Frogs (sort of a divine warning of impending doom) and every d4 days thereafter, I send them again. Each time they arrive, the CR for monsters and the encounter frequency goes up a little. After a predetermined number of appearances from the little guys, all hell breaks loose if they haven't unravelled the mystery of the campaign by then. This should light a fire under their rears, but I worry that it won't motivate them quickly enough. If they don't get their act together soon, they won't have enough time to solve the mystery before Colossal monsters are rampaging through town like a bad Godzilla knockoff.