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Thursday, November 16th, 2006
12:16p - Saving your game?
Thanks to everyone for your excellent suggestions and help. Luckily, I've had a chance to talk it over with the player and such drastic measures won't be necessary to keep her chucking the dice. However, if you have any more ideas about feasible saving systems in tabletop games, please keep slapping them down.

I need to figure out a way for my D&D group to "save their game" and keep it as unbroken as is possible for something like this.

I'm probably going to assess an XP cost (1/2 of the XP it took to get to their current level from the previous level? Maybe 1/4?) to save. Once this is paid, I'll make a quick scan of their character sheets, equipment, and a brief description of where they are in the game. Then they may return to this point in time whenever they would like, going back to the XP, equipment, and levels they had at that time. Any feedback on this at all as far as cost, mechanics goes?

Edit: This is not due to a high player mortality rate. One of my players enjoys playing but has trouble making decisions. She totally spazzed out because she made a wrong one and had no way to take it back. While I realize that the correct response to her is "tough cookies," she's a new player and has some promise.

I'm introducing her to tabletop from a long line of playing console RPGs, so I'm trying to do this in a way that just involves a new mechanic, not spells or anything funky. I want to make it something where it costs something to save, so that she'll think twice about doing it all the time, but so that it will be an option.

My question here is really just this: Is the above a good way to save your game, or do you have a better suggestion for a way to do it? Should I just "auto-save" at the end of every session with no XP cost, and that's where they can go back to if they screw up?

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