Nefreet |
I tried doing a search for you but only came up with a similar discussion a few years ago.
Since Modules:
1) aren't built with PFS wealth by level in mind,
2) lack instructions to "reduce rewards if X isn't done", and
3) contain more opportunities for missed rewards,
I would rule that they earn full rewards, so long as they played through the majority of the Module.
If it's a 3xp Module, and you have players that end up missing a significant portion (such as only showing up for 2 slots at a 3 slot Gameday), I would reduce their Gold/XP/PP in thirds. I believe the Guide to Organized Play has similar language.
Wei Ji the Learner |
Having played a handful of modules, the GMs I've played under have accepted 'alternative methods' fairly liberally if there was a reason for the player team to have obtained an item but were restricted either due to time constraints (such as venue closing/GM needing to get on the road before bad weather hits/etc.) or due to party dissolution very close to the completion of the module due to similar constraints.
or, I've been penalized a *lot* more on Scenarios because the GM was being very... precise... about what 'encountering a listed item' meant.
TriOmegaZero |
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The only penalty to rewards I have seen has been for not showing up to all sessions. I took a 1/3 XP/PP/GP hit for a game of Emerald Spire when I was unable to attend the end session.
Edit: The guide has been updated since that time, to either half or all.
Players may receive partial credit for modules and Adventure Paths based on the amount of sanctioned material they completed. If they have completed less than half of the adventure, they receive half of the adventure’s gold and prestige reward and access to the items that they found during play. If they have completed more than half of the adventure, they receive full credit for the adventure.