Crazy Aido wrote:
I certainly hope this game isn't about a kill count, because if it was, mine isn't high enough, so I'd better notch it up a bit.
I might have understood the whole situation wrong, but it seems to me that there is certain tension in the group about what we are doing every Thurday afternoon. You are telling a story, while some of the players play "D&D". If you kill a character, it might reinforce the "D&D attitude", because you just added a good challenge into it. On the other hand the players might interpret it as a judgement against their play style. The problem is that letting all characters live probably won't change the players' behaviour either. The basic question is: Do you, or someone else in the group, notice this same tension between the game purposes? A matter that should be discuss with everyone present.
Crazy Aido wrote:
The whole kill count thing is a horrible running joke. I try not to award experience based on kills, but on what the various characters do.
Unfortunally this doesn't seem to help. You see, experience points is what the group considers high value and worth striving after. Most of us seem to find the kill count much more valuable than actual WFRPG exp. points. Just compare how strongly they react to the kill count and and how vaguely to the actual exp. points.
Crazy Aido wrote:
Also, yes, I don't award alot of experience, as far as I'm concerned your all pretty shining powerful as is for WHFRP characters, so I'm not going to advance you at any great pace
Hm. I see the experience points as the GM's thanksgiving or encouragement and also what I said just previously, something what the players value. So after a session I kinda like look how well I did by checking how much exp. points I got. The problem is that what I do doesn't seem to correlate to the amount of points. I'm not looking for to make my character bigger and better, but to get feedback about my playing. So for me the situation is sorted with straightforward feedback: "there you did well, that was cool, what the hell was that all about, that wasn't too bright".
This, of course, is just my opinion. I'm not demaning you or others to start dancing under my command, but just telling what I'm naturally looking for. If I'm looking for wrong things, do let me know. And I do admit that I myself am pretty slow to follow my own ideals. I haven't given that much feedback to others. I try to do better.
Crazy Aido wrote:
As for plot drive, I had two major decisions for you guys to make, go deeper into the sewer, or go back, relay the information to Rik and Tik, and see what they can do with it.
Really? So leaving the sewers would not have "ended" the scenario? There was other ways to keep on seeking the fellows we were after? We could have decided that the jewel was lost for good and go on with other matters in our characters' lives? And wasn't Rik 'n' Tik supposed to contact us when they saw fit, not the other way round?
Crazy Aido wrote:
Especially Henry, whom I can see developing an irrational fear of water and who was at that point one good hit away from taking critical hits.
Yeah, I really cannot tell what he's up to. His actions seem irrational at best. We should ask himself.
Crazy Aido wrote:
Next session, hopefully less combat and also some time to do your own thing, which I haven't really allowed for in this campaign, but unfortunately, I'm on a bit of tight timetable.
Don't worry, this far only one player has voted with his feet against your game. The rest of us have stayed, so clearly you are going good job.