Mar 2, 2017 5:53 pm
A suggestion (and, without any doubt, the most important one I've made, by far):
As we get closer to launch, it might be worth considering adopting a reward-based XP granting system, similar to the one I use for my SW game. It would be slightly more complex due to the 'level' nature of D&D, but would still easily work, adjusting the XP system toward PbP, as a means of encouraging participation in PbP.
This XP reward system is designed to help keep players motivated to play via rewarding them for doing so, while ensuring that you, the DM, maintain control over the pacing of character level advancement in the game. It's intended to give the players a little extra drive to participate regularly, rather than adopt the selfish PbP approach of "eh, it can wait." In this system, you don't award XP for killing monsters, making ability checks, etc. You streamline it to work efficiently within a PbP environment.
The way the system works:
(1) XP is accrued daily for participating players, on 'active' game days (Monday-Thursday). I consider player participation in PbP as 'good roleplaying.' As such, I frame it as such when explaining the nuances of this XP system to the players, further informing them that 'how fast your character levels up will be entirely up to you.'
(2) Bonus XP, equal to an additional Active game day's worth, is accrued for players who post all 4 Active game days that week, giving them 5 days worth of XP (this part of the XP system creates an immediately available short term goal for the players, and short term goals are more likely to be accomplished, and sought after, based on simple human nature).
(3) Every Monday, you post each character's accrued XP for the past week in a 'XP Tracker' type thread, in one post that lists all of them in alphabetical order (this serves as a reminder of sorts that their characters will level up based on their participation, and undoubtedly encourages some unspoken friendly competition-- the point is to motivate the players in every possible way).
(4) At the start of each game month, you tally each player's accrued XP for the month. For players who participated in full for the actual month, not missing a single Active game day (Monday-Thursday), you grant them an additional amount of XP, equal to 5 Active game days worth of XP.
(5) After tallying the monthly XP totals for each character, you then make any adjustments you see fit. Most often, this will be a deduction** of some sort, and you can basically attribute it to the groups progress over the past month (e.g., in my SW game, I have set it up so that the players can accrue 25 XP a month (math is smaller in SW!), but I typically adjust that amount by making a -5 deduction, or -10 if things seemed slow progress-wise). As a GM in my SW game, I do consider the players' progress over the month, but I also plan on a 5 to 10 point deduction, simply as part of controlling advancement, while allowing players to shoot for high XP.
** After some writing down below in the 'math' section, I've rethought this. Given the larger scale of D&D's math allowing more flexibility, I think it would work even better for you to simply add additional XP awards on a monthly basis, as a means of reinforcing the reward system. The added benefit is a little more control over character advancement, and even easier math.
(6) Occasionally, when you see fit, award additional XP to the party for achieving major milestones (e.g., slaying the villain, unearthing the lost treasure of 'X', etc, used to give the party boosts of XP for accomplishing major objectives, which will help motivate the party via further reinforcement, and give a natural RPG feel of getting that occasional 'mission accomplished' reward). As a math reference, in my SW game I'm planning on giving the players around a month's worth of XP (25, maybe 30) when they finish Operation: Dark Thrall. I give out enough XP on a regular basis, as a means of keeping the motivated and feeling like their character is getting somewhere, that I don't feel like I'm shorting them at all. In the end, keeping players interested in a PbP game requires a slightly different approach.
Notes:
---Early in the campaign, I'm making a point to give out a little more XP, in an effort to ensure that the players feel like their characters are advancing, growing, becoming more powerful, etc. This is part of a coordinated, multi-faceted approach to maintain interest in the game while the early plot develops. Later down the road, I can scale things back as I like, increasing reductions, while increasing major milestone rewards, etc. The rest of the system will stay exactly as is, to keep motivation high.
---A bonus feature of this system is that the character's XP will be an exact mathematical representative of their participation in the game. Over time, you'll be able to see how interested players with lower XP levels are. This, combined with your observations of player participation, will serve the function of allowing you to even PM players with really low XP, and even talk to them about leaving the game, from the approach of "no harm, no foul" and "if you're really not that interested, don't feel obligated to stay." If the player decides to leave (or you boot them after warnings), you can always bring in a new player, getting closer to your ideal vision of what the group should be, when it comes to participation.
Again, this reward system is designed to have character advancement occur at the pace YOU want it to. All that would be required is to decide roughly how soon you want the characters to get to the next level. An example will be the easiest way to explain.
Let's say the narrative meat of the game starts on Monday, March 13th. Based on that, you decide that you're comfortable with characters reaching 4th Level 3.5 months later, on the first Monday in July (the start of the game month, which comes with a monthly XP award).
Looking at the Character Advancement Table (PHB, p.15), we can see that it takes 1800 more XP to get from 3rd Level to 4th Level. Given that the plan is to have the characters level up in 16 total weeks, starting on Monday, March 13th, with anticipated leveling up on Monday, July 3rd, we do some math below.
I STRONGLY SUGGEST YOU IGNORE ALL OF THE MATH BELOW AND SKIP TO MY NEXT POST, WHICH INTEGRATES THE ABOVE WITH FAR SIMPLER METHODS OF DETERMINING XP AWARDS, WHICH WILL WORK MUCH BETTER FOR D&D THAN IT EVER COULD IN SW.
Bear with me, I have no idea how capable you are at math, but this isn't as complicated as it might seem, depending on the reader, and you don't strike me as slow. Also, once you establish a baseline XP system, there will be no need for math like this in the future, as all other adjustments will be as simple as one simple step.
From here, we take 1800 XP, and divide it by 16 weeks. This gives us answer of 112.5 XP needed a week, which we reduce to a nice number, easily divisible by 5, for the five active game days worth of XP per week (Monday-Thursday + weekly bonus worth one day of additional XP).
We want to leave room for you to award an XP bonus in the future, so we drop that number 112.5 down to 75 XP/week. Given that there are five Active game days worth of XP per week (4 Actual, with 1 bonus for full participation), we divide by 5, and get 15, which means that a player can get 15 XP per Active game day they post (maximum 15 XP per day, not per post, to motivate that mandated daily participation).
Given 15 XP per Active game day, that allows the player to accrue 60 XP Monday-Thursday, with 15 Bonus XP for full weekly participation, totaling a potential 75 XP per week. Looking at our 16 week plan, we multiply the 75 XP/week by 16 weeks, and get 1200. Now, all you have to do on Monday, July 3rd, is award a 600 XP bonus, or, if you like, award a 150 XP (600 divided by the next 4 months) bonus at the start Aprli, May, June, and July. The math doesn't have to be ultra-concrete, either. Whatever happens, you can look at the characters XP at the start of July and just hand out enough to get at least some of the players to the next level.
Here comes the best part: Since you've established a baseline, derived from the 1800 XP over 16 weeks model, you can now make a very simple adjustment, after some of the players reach level 4. Looking at the Character Advancement Table again on p.15 PHB, we see that it takes (6500-2700) = 3800 more XP for the players to get from 4th to 5th Level. Rather than repeat the above steps, we simply take note that the 3800 XP needed to get from 4th to 5th is over double the 1800 XP needed to get from 3rd to 4th. From there you could simply start feeling out how to change the XP system. Maybe you want it to take longer to get to Level 6 (perhaps 6 moths this time?) so you marginally increase the weekly reward to 20 XP per Active day, with the intent of feeling out monthly and milestone XP awards to help guide character advancement. A few ways you can go from here.
As we get closer to launch, it might be worth considering adopting a reward-based XP granting system, similar to the one I use for my SW game. It would be slightly more complex due to the 'level' nature of D&D, but would still easily work, adjusting the XP system toward PbP, as a means of encouraging participation in PbP.
This XP reward system is designed to help keep players motivated to play via rewarding them for doing so, while ensuring that you, the DM, maintain control over the pacing of character level advancement in the game. It's intended to give the players a little extra drive to participate regularly, rather than adopt the selfish PbP approach of "eh, it can wait." In this system, you don't award XP for killing monsters, making ability checks, etc. You streamline it to work efficiently within a PbP environment.
The way the system works:
(1) XP is accrued daily for participating players, on 'active' game days (Monday-Thursday). I consider player participation in PbP as 'good roleplaying.' As such, I frame it as such when explaining the nuances of this XP system to the players, further informing them that 'how fast your character levels up will be entirely up to you.'
(2) Bonus XP, equal to an additional Active game day's worth, is accrued for players who post all 4 Active game days that week, giving them 5 days worth of XP (this part of the XP system creates an immediately available short term goal for the players, and short term goals are more likely to be accomplished, and sought after, based on simple human nature).
(3) Every Monday, you post each character's accrued XP for the past week in a 'XP Tracker' type thread, in one post that lists all of them in alphabetical order (this serves as a reminder of sorts that their characters will level up based on their participation, and undoubtedly encourages some unspoken friendly competition-- the point is to motivate the players in every possible way).
(4) At the start of each game month, you tally each player's accrued XP for the month. For players who participated in full for the actual month, not missing a single Active game day (Monday-Thursday), you grant them an additional amount of XP, equal to 5 Active game days worth of XP.
(5) After tallying the monthly XP totals for each character, you then make any adjustments you see fit. Most often, this will be a deduction** of some sort, and you can basically attribute it to the groups progress over the past month (e.g., in my SW game, I have set it up so that the players can accrue 25 XP a month (math is smaller in SW!), but I typically adjust that amount by making a -5 deduction, or -10 if things seemed slow progress-wise). As a GM in my SW game, I do consider the players' progress over the month, but I also plan on a 5 to 10 point deduction, simply as part of controlling advancement, while allowing players to shoot for high XP.
** After some writing down below in the 'math' section, I've rethought this. Given the larger scale of D&D's math allowing more flexibility, I think it would work even better for you to simply add additional XP awards on a monthly basis, as a means of reinforcing the reward system. The added benefit is a little more control over character advancement, and even easier math.
(6) Occasionally, when you see fit, award additional XP to the party for achieving major milestones (e.g., slaying the villain, unearthing the lost treasure of 'X', etc, used to give the party boosts of XP for accomplishing major objectives, which will help motivate the party via further reinforcement, and give a natural RPG feel of getting that occasional 'mission accomplished' reward). As a math reference, in my SW game I'm planning on giving the players around a month's worth of XP (25, maybe 30) when they finish Operation: Dark Thrall. I give out enough XP on a regular basis, as a means of keeping the motivated and feeling like their character is getting somewhere, that I don't feel like I'm shorting them at all. In the end, keeping players interested in a PbP game requires a slightly different approach.
Notes:
---Early in the campaign, I'm making a point to give out a little more XP, in an effort to ensure that the players feel like their characters are advancing, growing, becoming more powerful, etc. This is part of a coordinated, multi-faceted approach to maintain interest in the game while the early plot develops. Later down the road, I can scale things back as I like, increasing reductions, while increasing major milestone rewards, etc. The rest of the system will stay exactly as is, to keep motivation high.
---A bonus feature of this system is that the character's XP will be an exact mathematical representative of their participation in the game. Over time, you'll be able to see how interested players with lower XP levels are. This, combined with your observations of player participation, will serve the function of allowing you to even PM players with really low XP, and even talk to them about leaving the game, from the approach of "no harm, no foul" and "if you're really not that interested, don't feel obligated to stay." If the player decides to leave (or you boot them after warnings), you can always bring in a new player, getting closer to your ideal vision of what the group should be, when it comes to participation.
Again, this reward system is designed to have character advancement occur at the pace YOU want it to. All that would be required is to decide roughly how soon you want the characters to get to the next level. An example will be the easiest way to explain.
Let's say the narrative meat of the game starts on Monday, March 13th. Based on that, you decide that you're comfortable with characters reaching 4th Level 3.5 months later, on the first Monday in July (the start of the game month, which comes with a monthly XP award).
Looking at the Character Advancement Table (PHB, p.15), we can see that it takes 1800 more XP to get from 3rd Level to 4th Level. Given that the plan is to have the characters level up in 16 total weeks, starting on Monday, March 13th, with anticipated leveling up on Monday, July 3rd, we do some math below.
I STRONGLY SUGGEST YOU IGNORE ALL OF THE MATH BELOW AND SKIP TO MY NEXT POST, WHICH INTEGRATES THE ABOVE WITH FAR SIMPLER METHODS OF DETERMINING XP AWARDS, WHICH WILL WORK MUCH BETTER FOR D&D THAN IT EVER COULD IN SW.
Bear with me, I have no idea how capable you are at math, but this isn't as complicated as it might seem, depending on the reader, and you don't strike me as slow. Also, once you establish a baseline XP system, there will be no need for math like this in the future, as all other adjustments will be as simple as one simple step.
From here, we take 1800 XP, and divide it by 16 weeks. This gives us answer of 112.5 XP needed a week, which we reduce to a nice number, easily divisible by 5, for the five active game days worth of XP per week (Monday-Thursday + weekly bonus worth one day of additional XP).
We want to leave room for you to award an XP bonus in the future, so we drop that number 112.5 down to 75 XP/week. Given that there are five Active game days worth of XP per week (4 Actual, with 1 bonus for full participation), we divide by 5, and get 15, which means that a player can get 15 XP per Active game day they post (maximum 15 XP per day, not per post, to motivate that mandated daily participation).
Given 15 XP per Active game day, that allows the player to accrue 60 XP Monday-Thursday, with 15 Bonus XP for full weekly participation, totaling a potential 75 XP per week. Looking at our 16 week plan, we multiply the 75 XP/week by 16 weeks, and get 1200. Now, all you have to do on Monday, July 3rd, is award a 600 XP bonus, or, if you like, award a 150 XP (600 divided by the next 4 months) bonus at the start Aprli, May, June, and July. The math doesn't have to be ultra-concrete, either. Whatever happens, you can look at the characters XP at the start of July and just hand out enough to get at least some of the players to the next level.
Here comes the best part: Since you've established a baseline, derived from the 1800 XP over 16 weeks model, you can now make a very simple adjustment, after some of the players reach level 4. Looking at the Character Advancement Table again on p.15 PHB, we see that it takes (6500-2700) = 3800 more XP for the players to get from 4th to 5th Level. Rather than repeat the above steps, we simply take note that the 3800 XP needed to get from 4th to 5th is over double the 1800 XP needed to get from 3rd to 4th. From there you could simply start feeling out how to change the XP system. Maybe you want it to take longer to get to Level 6 (perhaps 6 moths this time?) so you marginally increase the weekly reward to 20 XP per Active day, with the intent of feeling out monthly and milestone XP awards to help guide character advancement. A few ways you can go from here.