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Forked Thread: Logan Bonner has some Questions....
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<blockquote data-quote="I'm A Banana" data-source="post: 4502326" data-attributes="member: 2067"><p>XP? Naaah. I just give out a level every 3-4 sessions to everyone all at once. Usually I try to plan it so that this happens on the same session that some significant plot or character development happens.</p><p></p><p>For instance, if I'm using a "save the world" type game where the bad guy hounds the PC's, I'll plan the "leveling session" to focus on a raid on one of his chief underlings that will lead the PC's a bit closer to the final showdown. They get information, they get a level, it really feels like they've <em>accomplished something</em>. In the next session, it's back to red herrings and narrow escapes.</p><p></p><p>In a more exploratory game, where the PC's just survive in a dangerous world, the "leveling session" usually focuses on some PC-specific corner of that world. For instance, if the party has a dwarf, the leveling session might take place near that dwarf's hometown while he defends his family from some ancient threat that has always menaced them, defeating the rival clan once and for all. The entire party gains a level from this, and the world gains a lot more immediacy. Then it's back to overland journeys and dungeon survival. </p><p></p><p>If the PC's have goals for their characters themselves, all the better -- I can key a "leveling session" to that. That's implicit character development. It makes it easy for me as a DM. But even if they don't, I look for that level of involvement, and call it out by making every third or fourth session something of <em>very immediate importance</em> in the campaign. It sinks in a little better when the message is also accompanied by a power-up. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> </p><p></p><p>Awarding XP is so last century. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4502326, member: 2067"] XP? Naaah. I just give out a level every 3-4 sessions to everyone all at once. Usually I try to plan it so that this happens on the same session that some significant plot or character development happens. For instance, if I'm using a "save the world" type game where the bad guy hounds the PC's, I'll plan the "leveling session" to focus on a raid on one of his chief underlings that will lead the PC's a bit closer to the final showdown. They get information, they get a level, it really feels like they've [I]accomplished something[/I]. In the next session, it's back to red herrings and narrow escapes. In a more exploratory game, where the PC's just survive in a dangerous world, the "leveling session" usually focuses on some PC-specific corner of that world. For instance, if the party has a dwarf, the leveling session might take place near that dwarf's hometown while he defends his family from some ancient threat that has always menaced them, defeating the rival clan once and for all. The entire party gains a level from this, and the world gains a lot more immediacy. Then it's back to overland journeys and dungeon survival. If the PC's have goals for their characters themselves, all the better -- I can key a "leveling session" to that. That's implicit character development. It makes it easy for me as a DM. But even if they don't, I look for that level of involvement, and call it out by making every third or fourth session something of [I]very immediate importance[/I] in the campaign. It sinks in a little better when the message is also accompanied by a power-up. :) Awarding XP is so last century. ;) [/QUOTE]
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