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Why I dislike Milestone XP
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<blockquote data-quote="Imaculata" data-source="post: 7386537" data-attributes="member: 6801286"><p>I guess it depends on whether the campaign revolves around killing the dragon. If the dragon is just a plothook, but not the entire goal of the campaign, then I see no issue with the players completely ignoring it. If however the campaign is about killing said dragon, and the players agreed to play that campaign, then that seems like something to discuss with your players.</p><p></p><p>I currently run a sandbox campaign, in which the players have complete freedom to do as they like, as long as it is within the confines of the region that I've prepared for them. That last part is something I agreed upon with my group. I told them: <em>"This is the setting, and this is the region in which we play. Although there is obviously far more world beyond the confines of the map, this is the region in which I want to restrict this campaign (but it may be expanded later on)"</em>. With this minor restriction agreed upon by my players, we've had no issues what so ever, because everyone is on the same page. I also discussed with them the goal of the campaign, and towards what kind of ending I'm hoping to steer it eventually (a huge naval battle of some sort). I explained to them that the campaign could easily take them to high level, or maybe even epic level if we continue playing it, but that there is also an ending that I have in mind for it.</p><p></p><p>And that's all you need really. As long as everyone understands what kind of campaign you're running, then its all good. If you expect your players to follow the plot hooks, then you should make it clear to them that they are playing a linear campaign.</p><p></p><p><strong>On milestone xp</strong></p><p></p><p>I'm not a fan of it to be honest. I understand the convenience of it, but it feels less earned when my character just gains an instant level at the end of a quest. I like earning bonus exp with killing high level monsters, and from good role playing, because it feels like we as players are being rewarded for our efforts. I like it when the DM does not know if the exp from an encounter will level up our characters or not, because I like being surprised as a player when we either barely reach the next level (or not). It creates anticipation and a feeling of accomplishment.</p><p></p><p>Take for example our last session, where the players managed to beat a very large battle. Not only did the xp level up their characters, but it took them pretty far towards their next level as well. And so it feels like all that effort is reflected in the exp.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7386537, member: 6801286"] I guess it depends on whether the campaign revolves around killing the dragon. If the dragon is just a plothook, but not the entire goal of the campaign, then I see no issue with the players completely ignoring it. If however the campaign is about killing said dragon, and the players agreed to play that campaign, then that seems like something to discuss with your players. I currently run a sandbox campaign, in which the players have complete freedom to do as they like, as long as it is within the confines of the region that I've prepared for them. That last part is something I agreed upon with my group. I told them: [I]"This is the setting, and this is the region in which we play. Although there is obviously far more world beyond the confines of the map, this is the region in which I want to restrict this campaign (but it may be expanded later on)"[/I]. With this minor restriction agreed upon by my players, we've had no issues what so ever, because everyone is on the same page. I also discussed with them the goal of the campaign, and towards what kind of ending I'm hoping to steer it eventually (a huge naval battle of some sort). I explained to them that the campaign could easily take them to high level, or maybe even epic level if we continue playing it, but that there is also an ending that I have in mind for it. And that's all you need really. As long as everyone understands what kind of campaign you're running, then its all good. If you expect your players to follow the plot hooks, then you should make it clear to them that they are playing a linear campaign. [B]On milestone xp[/B] I'm not a fan of it to be honest. I understand the convenience of it, but it feels less earned when my character just gains an instant level at the end of a quest. I like earning bonus exp with killing high level monsters, and from good role playing, because it feels like we as players are being rewarded for our efforts. I like it when the DM does not know if the exp from an encounter will level up our characters or not, because I like being surprised as a player when we either barely reach the next level (or not). It creates anticipation and a feeling of accomplishment. Take for example our last session, where the players managed to beat a very large battle. Not only did the xp level up their characters, but it took them pretty far towards their next level as well. And so it feels like all that effort is reflected in the exp. [/QUOTE]
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