Rage Quit - Rewards?


GM Discussion

3/5

Hi,
During Dawn of Scarlet Sun, one player left the game during the last fight. He could have completed the module with the players, but got frustrated and left. He was playing Kyra.
It is the first time this happens to me.

He did complete at least 3 encounters, and his character was still standing but .. according to him out of options, and he was frustrated.
He said "I am leaving".
So, I took control of the pregen, and had him dropped unconscious by the boss.

What is the guideline here in regards to experience, prestige and gold?

Thank you.

3/5

I would assume I would have to report this PC(Pregen) as dead.
No xp, no PP, no gold.

But as I would guess this probably happened before, I'd like to hear your thought on this. Thanks.

Sczarni 4/5

Well, the guideline would be to fill out chronicle and hand it over to a player that's leaving, however, since player left you can't hand it over anymore.

I suggest filling the chronicle and marking PC as dead, at least, that's what I would do.

If you suspect that player will come again, then fill it out and report as usual. Keep the chronicle for a while and hand it over when you see him.

Player leaving the table like that is downright rude in general.

3/5

I also believe there should be consequences for that behavior.
I think he should either be dead or receive less loot.

Not being at the table to hand out the chronicle sheet is not a concern though, as this was online and the chronicle will be sent by email.

Liberty's Edge 4/5 5/5

2 people marked this as a favorite.
Martin Laflamme wrote:
I also believe there should be consequences for that behavior.

This is a slippery slope though. What if next time it's a GM being unpleasant and an innocent player not being comfortable continuing? What if it's 50:50 with either 'side' blaming the other?

If people have a habit of unsociable behaviour, report it through the appropriate PFS channels. Don't try to enforce in-game penalties for OOC personality issues.

3/5

Yes, agreed.
It is a slippery slope.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

As Paz points out, behavior correction is not to be done via in-game penalties.

If there's nothing preventing you from being able to get the chronicle to the player, then they get the rewards from what they did complete: they get 1XP if they completed at least 3 encounters, they get the gold associated with those encounters (total gold minus the gold associated with encounters missed), and items acquired during the parts he missed are crossed off the chronicle.

Grand Lodge 5/5

I think you need to separate the two things. Did his PC die or just fall unconscious? Did he stabilize? Did anyone heal the Kyra? There might be the option of body recovery. Either way, finishing three encounters entitles the PC the 1 XP and the same gold and PP as the rest of the party.

Now on the player side, the player needs to be spoken to and told that his behavior at the end falls under the "Don't be a jerk" rule and as such behavior won't be tolerated. I think he should be given a warning and if the player continues the behavior in the future, they risked being banned from participating in PFS at whatever location you were playing and eventually city/region wide if it continues to be an issue. Maybe it was just a bad day for the person. I would lean toward giving the benefit of the doubt and seeing how the player acts in the future.

My thoughts anyways.

Ninja'd of course.

2/5 *

I'd also talk to the VC of online gaming since the solution might be particular to that format. Online play has it's own culture which can be different from in person play.

In general I'd give 0g, 0 PP for walking if that player ever returned to the venue, which only means he couldn't play the module again. The fact is, the player probably doesn't want to play that module again, so the only real problem is his attitude.

3/5

Still, he left his teammates, on the last fight.
Although I agree this is a slippery slope... I still think some consequences to that decision could make sense.
i.e. death of the pregen, less prestige, less loot.

My question is whether there is a mecanism for that, that I may have missed, or this is left to the GMs judgement.

Ah.. just read Jiggy. I was looking for that mecanism to be explained. Thanks

Grand Lodge 2/5 RPG Superstar 2012 Top 32

1 person marked this as a favorite.
Jason S wrote:
In general I'd give 0g, 0 PP for walking

Can I ask why? The Guide says that you get 1XP for completing at least 3 encounters, and get gold on a per-encounter basis. Why would you change it to zero?

Grand Lodge 5/5

I have to agree with Jiggy. You need to follow the mechanics of the game and address player behavior outside of that.

3/5

Oh yes, I actually prefer that very much.
I was uncomfortable in killing him for that (although it felt quite rude at the time)

Less loot (on a per-encounter basis)is fair enough.. considering he made it up to the last fight.

We'll just have a talk.

3/5

Thank you all for your input.
Was really helpful.

4/5

Jiggy wrote:
Jason S wrote:
In general I'd give 0g, 0 PP for walking
Can I ask why? The Guide says that you get 1XP for completing at least 3 encounters, and get gold on a per-encounter basis. Why would you change it to zero?

Quick note on this: since this was a module and not a scenario, you'll need to decide as a GM how much XP to award the player (between 0 and 3). I believe gold is still calculated by encounters completed.

Grand Lodge 4/5

redward wrote:
Jiggy wrote:
Jason S wrote:
In general I'd give 0g, 0 PP for walking
Can I ask why? The Guide says that you get 1XP for completing at least 3 encounters, and get gold on a per-encounter basis. Why would you change it to zero?
Quick note on this: since this was a module and not a scenario, you'll need to decide as a GM how much XP to award the player (between 0 and 3). I believe gold is still calculated by encounters completed.

Dawn of the Scarlet Sun is a Free RPG Day module and is only worth 1 XP and 1 PP, rather than the 3 XP and 4 PP of regular modules.

4/5

Jeff Merola wrote:
redward wrote:
Jiggy wrote:
Jason S wrote:
In general I'd give 0g, 0 PP for walking
Can I ask why? The Guide says that you get 1XP for completing at least 3 encounters, and get gold on a per-encounter basis. Why would you change it to zero?
Quick note on this: since this was a module and not a scenario, you'll need to decide as a GM how much XP to award the player (between 0 and 3). I believe gold is still calculated by encounters completed.
Dawn of the Scarlet Sun is a Free RPG Day module and is only worth 1 XP and 1 PP, rather than the 3 XP and 4 PP of regular modules.

Oh yeah. I'm a dummy. Ignore me.

The Exchange 5/5 RPG Superstar 2010 Top 16

redward, DotSS is one of those short modules that reward 1 XP and one Prestige. In terms of modules ingeneral, though, I agree.

--

Martin, sorry to hear that somebody was frustrated and quit. I can see how the end fight of Dawn of the Scarlet Sun could provoke that, but I'm just guessing.

How was the fight going? In particular, were the players working as a team, or were they attacking every-sentient-for-himself? Was the player frustrated that the party was outmatched, that the players weren't working together, or for some other reason?

5/5 **** Venture-Captain, Massachusetts—Central & West

Hrm. The guide is very harsh on this if you read it pretty strictly.

Quote:

Free RPG Day Modules

The 16-page, Free RPG Day modules are shorter than
a normal 32-page module and are more in line with a
normal Pathfinder Society Scenario. Currently, these
include Master of the Fallen Fortress, We Be Goblins!, Dawn
of the Scarlet Sun, and We Be Goblins Too! To bring the Free
RPG Day modules more in line with the rest of Pathfinder
Society Organized Play, all current and future sanctioned
Free RPG Day modules will award 1 XP, 1 PP and the gp
amount listed on the Chronicle sheet if using the medium
advancement track.
If using the slow advancement
track, they award 1/2 XP, 1/2 PP and half the gp listed
on the Chronicle sheet. These apply only on successful
completion of the adventure.
If you have played any of the
Free RPG Day modules listed above and been awarded
Chronicle sheets for them, the XP, Prestige Points, and
gp you received remain unchanged. All other rules for
sanctioned module play, found in Chapter 6 of the Guide to
Pathfinder Society Organized Play, should be followed.

If he didn't complete the adventure, then it looks like he doesn't get anything. But that second part could be referring only to the clause about slow track.

I think there was a previous thread a while back about a similar situation that had a ruling made on it. I'll see if I can dig it up.

2/5 *

Jiggy wrote:
Can I ask why? The Guide says that you get 1XP for completing at least 3 encounters, and get gold on a per-encounter basis. Why would you change it to zero?

The correct method would be to give him a chronicle (minus the final encounter or whenever he walked). The problem with giving him a good chronicle is that you're rewarding that kind of behavior and sending a message to the other players "It's not important to finish the session".

I guess getting a bad rep is bad enough. Soon you won't be able to find a game or GM. If GMs are tough enough to say "no" (which some aren't).

5/5 ** RPG Superstar 2008 Top 16

The "default" setting for people who have to leave early would be to award experience if they completed more than half the Mod and award gold based on the encounters they did finish. Even if his behavior was unreasonable, YOU want to be reasonable. Don't hammer him because of this one issue.

You need to talk with the player about the sources of his frustration. Was there a conflict with someone else at the table, was he frustrated because he didn't like running the character he chose, did he dislike the scenario, or was some other factor his main concern?

If his issue was that he couldn't think of something useful to do with the character, he should be encouraged to try a different approach in the future. There's nothing wrong with a player telling the table "I really can't think of what to do now, and I'm getting awfully frustrated" (Unless he makes a regular practice of asking for help).

Pathfinder is a game where we all work together to have fun. As GM, try to empower your frustrated player to seek advice when it's needed. If the game approach used by another player is an issue, try to help them see each other's point of view.

It is possible that your player is just impatient or immature. If that seems to be the case, you need to respectfully hold him accountable for his choices. Once in a while, you'll encounter someone who lacks the needed social skills and courtesy to participate in organized play. If he repeatedly crosses the "Don't be a Jerk" line, it may be better for the whole group for him to find a group that's more closely in accord with his approach.

Shadow Lodge 3/5

1 exp (for 3+ encounters), 0 prestige (or maybe 1 if you believe he was close enough to the end), gold for the encounters he completed only.

Liberty's Edge 5/5

I can understand your dilemma Martin. I've also GM'd a few tables with new(er) players and occasionally they feel like they're not contributing or they get so frustrated with the progress of themselves or the team in combat. I've felt that myself sometimes, and I think we all have had those days.
The last time I had someone get up and say they were leaving because they just felt like they weren't useful at all, I managed to talk them into staying. I told that person that this fight was almost over, and there's really only one fight left, and it shouldn't be as bad. I talked to that person for a minute about what they feel their character can contribute and discussed some "ideas" on how they can help contribute in combat. They were a spellcaster and I asked which spells they had, and I gave some suggestions on how they could use those spells in combat, and really tried to get them excited about using those spells in combat (sleep and color spray! Color spray in combat at 1st level = yeah!). I did convince the person to stay at the table and the team rallied together for the last combat and creamed the bad guy. And the person that was going to leave said he was really glad he did end up staying.
Sometimes in the middle of combat it's hard to stop and focus on how the players are doing, but it's what you have to do at times. If someone gets up and wants to leave, it might be a really good time for a break (even in the middle of combat). Just take a minute for everyone to step away, and you can maybe talk to player that wants to leave one-on-one. Find out why they're frustrated and how you can help them want to stay. Maybe they're just not sure what they can do or should be doing, and it's a great opportunity for a little training/advice. Maybe they just had a bad day. Maybe they don't like the other players. Hopefully you'd be able to talk them into staying and they'll end up having a lot more fun if they feel like you've listened to their concerns. And will want to come back and tell everyone else how much fun they had! :-)

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