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<blockquote data-quote="Errant" data-source="post: 2466501" data-attributes="member: 1926"><p>I think I remember something about the rules dvvega mentioned but I can't remember any specifics. I don't think that system was big on building story lines but I could be wrong.</p><p></p><p>How detailed are you getting into the nPC missions' resolutions? Are (1) the players creating nPCs & running them through (effectively) side adventures, (2) are you arbitrarily determining outcomes on a 'build the story arc' basis, or (3) something else?</p><p></p><p>Seems to me if (1) the nPCs through side adventures you can grant the PC a percentage of the xp earned by the nPCs in return for the outfitting, briefing, supporting & directing the PCs provide (they are right?). In this case if it was me, I'd make the 'side adventure' really quick with a roleplaying/investigative moment or two & one decent (planned) fight to mix in a bit of action. This way the players are 'involved' in the story (effectively living through the briefing they would get later). I think any more than one or two (at most) big scenes & these side adventures would take big chunks out of the continuity of the main campaign.</p><p></p><p>If its (2) I think you're just going to have to decide on a more or less arbitrary advancement rate & just make a judgement call on how much exp the PCs are earning while the game focuses on the activities of the nPCs. If the PCs are powerful enough to be despatching minions on missions they're probably influential enough to get access to the best research materials & trainers in the land to help them hone their skills. (I know it heretical to suggest skills/abilities gain be improved by study & training, please don't shoot me). Just figure out how many sessions you want/expect the players to happily keep their PCs on the back burner, divide the exp required to advance by that number & there's your base exp per successful nPC mission. </p><p></p><p>If its (3) I'm curious what your were originally thinking.</p><p></p><p>Seems like a good way to get the players involved in the campaign world & illustrate how the world works around them.</p></blockquote><p></p>
[QUOTE="Errant, post: 2466501, member: 1926"] I think I remember something about the rules dvvega mentioned but I can't remember any specifics. I don't think that system was big on building story lines but I could be wrong. How detailed are you getting into the nPC missions' resolutions? Are (1) the players creating nPCs & running them through (effectively) side adventures, (2) are you arbitrarily determining outcomes on a 'build the story arc' basis, or (3) something else? Seems to me if (1) the nPCs through side adventures you can grant the PC a percentage of the xp earned by the nPCs in return for the outfitting, briefing, supporting & directing the PCs provide (they are right?). In this case if it was me, I'd make the 'side adventure' really quick with a roleplaying/investigative moment or two & one decent (planned) fight to mix in a bit of action. This way the players are 'involved' in the story (effectively living through the briefing they would get later). I think any more than one or two (at most) big scenes & these side adventures would take big chunks out of the continuity of the main campaign. If its (2) I think you're just going to have to decide on a more or less arbitrary advancement rate & just make a judgement call on how much exp the PCs are earning while the game focuses on the activities of the nPCs. If the PCs are powerful enough to be despatching minions on missions they're probably influential enough to get access to the best research materials & trainers in the land to help them hone their skills. (I know it heretical to suggest skills/abilities gain be improved by study & training, please don't shoot me). Just figure out how many sessions you want/expect the players to happily keep their PCs on the back burner, divide the exp required to advance by that number & there's your base exp per successful nPC mission. If its (3) I'm curious what your were originally thinking. Seems like a good way to get the players involved in the campaign world & illustrate how the world works around them. [/QUOTE]
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