Contribution Points with rotating players

By Andhrimnir, in Star Wars: Age of Rebellion RPG

Hi all!

So I know that when the group's total combined Duty score exceeds 100, each player's Duty score is reset to 0, and the group earns a Contribution Point (Contribution Level, whatever)

What happens with a rotating player base? Of my 7 player group, I've got 4 players that make every session, and get maybe one or two of the other 3 for each adventure. Obviously the players not present don't earn duty for the sessions they miss, but do i still calculate the duty they have to determine if the group breaks 100? Would their duty reset as well?

Thoughts?

Thanks!

I would count the missing players' Duties as counting towards the group Contribution Rank, nothing more. And so yes, if during the session the group gets to 100 combined Duty and everyone's score rests to 0, that would include the missing players. They'd keep their individual Duties, but they'd have to work to get their scores back up!

Incentive for not missing a game :)

Alternately, give the 3 rotating players Obligation and ditch their Duty. Then when they come into the game, they have the potential to add some extra drama and tension to the game!

While I don't know why your other three players miss the games, I wouldn't punish them for doing so, because I assume they have good reasons. At least at my age you usually have commitments that come first and you hardly have time for playing. Missing the fun of the game is bad enough, if your character is constantly set back on top of not developing as quickly as the others (getting connections and the memories of the adventures) then the fun will drain out VERY quickly. If that's what you want to achieve, then just tell them not to attend at all anymore.

So my suggestion is: either their duty does not reset or their duty is reset but the also gain Contribution points. The latter one implies that they did something behind the scenes maybe or were active on other missions. It may be strange but would ensure that even after some time playing these characters aren't totally out of league of the regular characters.

A quick question.

What bonuses do you give or expect when Duty reaches 100 and is reset?

From what's been mentioned here it sounds like you could almost ask your players what they'd want and whoever increased their Duty so that it exceeded 100 might have their choice first?

Am I misreading this?

The simplest way to do it might be to reward every player with Duty as normal when they do something to earn it, but calculate the Duty rank for each session individually. In other words, it could be possible for your regulars to hit 100 Duty with or without the involvement of some or all of the irregular players. When your regulars hit 100, they would dial their Duty back down to zero, but the people not in attendance for the session would not.

This would most likely end up heavily favoring your regulars, but I think any system would do that.

Hi!

I made an account just to reply to you as my group sounds very similar, with 7 players and our GM. I'm not the GM, my husband is, but I can let you know what we do.

We have 2 players that are really almost always there, and 2 players that are usually there and 3 that rotate. We use Obsidian portal and the GM allows for out of session actions, conversations and submissions that will potentially grant additional XP and even duty based on effort and outcome. (Example, voluntary mission reports submitted to the NR can grant extra duty, however adventure logs, wiki pages and character comments can earn people some extra XP.)

We use Duty on a individual basis and it is gained (and lost, if that ever comes to it) on an individual basis. The GM still assigns it to a chart at the beginning of each session, and rolls for a potential focus, but since we are doing what is likely a VERY VERY modified version of the DarkStryder campaign, he can't change his plans for the adventure and have it focus on whomever Duty triggers for. So he always states that there is a possibility of a focus based on the character's background in the session.

Since we have a combination of characters that are NR and independents, every time someone triggers at 100 duty, they are awarded a choice of 3 packages, Aurek, Besh and Cresh which have a combination of goods and credits. A NR person is also awarded a promotion. Because of the promotion, a independent will receive more valuable upgrade package than a NR member would...due to the expected payout at the end of the campaign...if we survive.

We have gotten through about 17 sessions or so and only 3 people have triggered their duty so far, though I am getting close to triggering a second time. (I get the impression that our GM is a little more stringent with gear, credits and duty than many others may be.)

So far I think this way is working very well for our group as we can really only usually get together one or two Saturdays a month.

Thanks all! You've given me some good ideas!

To add more back story:

Players 1-4 are all pretty regular, and i can expect to see them each week. Of the other 3, one is moving away in a few months, one just got married last week (and is also moving away in a few months), and one is undergoing surgery for oral cancer tomorrow (happens to be the best GM I've ever had, and is getting half of his tongue removed, so won't really be able to talk for at least a year - heartbreaking), so not only do i have rotating, but i have a new batch of players joining after the mass exodus. We're also military, so temporary duties at other bases is something that we have to consider.

I set our campaign during the Clone Wars, where our players are a Spec Ops squad serving in the 501st under General Skywalker, running heavily modifying AoR premades (Whisper base, shadowpoint, dead in the water, etc) to fit the setting. This works with the idea of players rotating in and out, as they get assigned to various other missions.

As their duty surpassed a 100, the Republic will basically issue them a vehicle/equipment of choice (GM approval permitting).

Reading your thoughts, I'm wondering if maybe i'm awarding Duty incorrectly. As i'm doing it, each player is receiving 5 Duty at the end of each 2-session adventure arc, with an additional 5 if they do something in the session related to their duty. 7 players, 5-10 each every other session, adds up pretty quick.

I think that I'll do as you guys suggest. I'll send the players that can't make the session on to other background missions, and they'll get Duty awards for that to keep in line with the group; kind of like sending companions away on crew skill missions in SW:TOR MMO.

Thanks again!

On an episode of the Order66 podcast, Andy Fischer, Lead Developer of Age of Rebellion, mentioned that parties should be gaining contribution rank fairly regularly. I don't remember the the pace he mentioned, but somewhere between 3-6 sessions sounds right.

I like the way my GM works this in our game. He keeps track of Duty like normal (you don't show, you don't earn), but when the group total hits 100, he doesn't reset the individual values to 0. We gain something from the Alliance each time our group total hits a multiple of 100, just like the book says, but we keep track of our individual Duties still, which represents our individual reputations with the Alliance.

So for instance, most of our 6 player group traded-in their starting Duty for more XP or gear, because that's what fits their PCs. As the Commander/Tactician of the group, I kept all mine instead, beacuse it fit that the Alliance woud know me better. After all, they put me in charge of organizing and leading our little cell.

It's still really easy to keep track of the Contribution Rank (multiples of 100), but you have more information to work with narratively if you don't just wipe the slate clean. Just my 2 creds.

I like the way my GM works this in our game. He keeps track of Duty like normal (you don't show, you don't earn), but when the group total hits 100, he doesn't reset the individual values to 0. We gain something from the Alliance each time our group total hits a multiple of 100, just like the book says, but we keep track of our individual Duties still, which represents our individual reputations with the Alliance.

So for instance, most of our 6 player group traded-in their starting Duty for more XP or gear, because that's what fits their PCs. As the Commander/Tactician of the group, I kept all mine instead, beacuse it fit that the Alliance woud know me better. After all, they put me in charge of organizing and leading our little cell.

It's still really easy to keep track of the Contribution Rank (multiples of 100), but you have more information to work with narratively if you don't just wipe the slate clean. Just my 2 creds.

This makes sense.

How do you trigger Duty at the beginning of a session? Subtract 100*Contribution rank from the sum of your Duties, roll a d100?