Interesting problem I detected: How would you handle these two things?
1) Sandboxy play: We had some group turnover recently (one of our members moved away; and we had a new member join this time as she just moved to the area): This was “session three” of a campaign, so there’s not been a ton of bond change:
– How would you handle the issue of a new player joining with new bonds, vs the older players with their bonds already set?
– How would you handle the issue of the bonds with the characters no longer attending the game, with new characters appearing in the game? (cross out the previous one, freeing it up for the new character, etc? Pull extra bonds out of supplements and books?)
2) We played for four hours and had a blast. Lots of drama, exploration, worldbuilding, politics, inter-character drama, high adventure and chases and action; …but there was no combat (just didn’t feel right given the players’ actions and decisions. I was thinking about shoe-horning one in the end, but it was really unnatural).
No problem, right? Well, the thing about Combat is that’s where the dice rolling goes from “maybe one roll per scene” to “many, many rolls in quick succession”, which leads to “high potential to fail a lot more” which leads to “more XP”.
In my situation, at the end of the session, since everyone was ON FIRE and just missed the opportunity for a bag of XP because I didn’t push a monster fight, I just told everyone to move up a level, flat out. It worked for the session, as a lot was accomplished, an “adventure” was complete and there was downtime int he end.
Still, was a tad unsatisfying. Any one else have other suggestions, or other alternative or supplemental XP award methods?