Ok so about advancement... To me first you need to figure out why you all want characters to advance, then let that guide how characters advance and when.
If you want characters to advance to give the GM influence over player choices , then xp only given for choices GM approves is great.
If you want characters to advance to punish players who cannot play as often, then big xp losses for missed sessions is great.
In our last game, it was supers and they started at like 10th and advancement was minimal... A few xp now and again. Half the players never spent their xp. It was not important. I think they got a level a year.
Our current game is scifi and the advancement pace we are using is 8 sessions per level at tier 2, then 12 at tier 3.
Faster levels means more "keeping up" more trying to figure out new stuff, less time to get used to and see your stuff in play before you get settled in... For us at least.
I find with my players if i lay out diverse stuff, they find fun stuff to do with it. Sometimes its more fun than what i had planned.
Maybe part of this comes from me working their characters elements and background into the things, people, places and events around them but i dont need or see it as beneficial to say to them which choices will be rewarded with advancement.
The purpose of advancement in our games is to produce the style of escalating adventure with greater and greater adversaries and challenges.
The modified session xp system is just an efficient implementation of that, giving players and gm a way to measure time left.
Next campaign, if it is similar, i plan to double levels.
As in you level up half as often but gain two levels.
I think this cuts down on the incremental workload, makes each level more dramatic and more breakthru while giving everyone time for a long stretch to explore ther stuff.
If you want characters to advance to give the GM influence over player choices , then xp only given for choices GM approves is great.
If you want characters to advance to punish players who cannot play as often, then big xp losses for missed sessions is great.
In our last game, it was supers and they started at like 10th and advancement was minimal... A few xp now and again. Half the players never spent their xp. It was not important. I think they got a level a year.
Our current game is scifi and the advancement pace we are using is 8 sessions per level at tier 2, then 12 at tier 3.
Faster levels means more "keeping up" more trying to figure out new stuff, less time to get used to and see your stuff in play before you get settled in... For us at least.
I find with my players if i lay out diverse stuff, they find fun stuff to do with it. Sometimes its more fun than what i had planned.
Maybe part of this comes from me working their characters elements and background into the things, people, places and events around them but i dont need or see it as beneficial to say to them which choices will be rewarded with advancement.
The purpose of advancement in our games is to produce the style of escalating adventure with greater and greater adversaries and challenges.
The modified session xp system is just an efficient implementation of that, giving players and gm a way to measure time left.
Next campaign, if it is similar, i plan to double levels.
As in you level up half as often but gain two levels.
I think this cuts down on the incremental workload, makes each level more dramatic and more breakthru while giving everyone time for a long stretch to explore ther stuff.