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Zeitgeist: Player motivations
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<blockquote data-quote="gideonpepys" data-source="post: 6028560" data-attributes="member: 79141"><p>I don't think this advice applies specifically to Zeitgeist. If you don't think your group will adapt to the changes (in both XP and treasure distribution), or that - even if they acquiesce in the first instance - they will be demotivated as a result, you can simply resort to handing out XP at the end of every session. Just work out how much they need in total and roughly how many sessions the adventure will take and give them a portion thereof. Job done.</p><p></p><p>Even better, make sure you tell them how great a percentage of that award was earned from quest XP - and how important roleplaying and investigative achievements are to the campaign. How pursuing storyline elements earn them both XP, treasure <em>and</em> Prestige. (Try to introduce that system early and make it clear how they benefit from earning prestige with specific groups.)</p><p></p><p>Treasure distribution is fairly straightforward too, as each adventure lists what an independent group would earn from each encounter. Simply have that treasure drop, and invite your players to do with it what they will: buy it, or turn it in to the RHC if they don't want it.</p><p></p><p>They can even cheat and keep more than their fair share, but then the audit in adventure 3 will almost certainly catch them out (which can be fun too).</p><p></p><p>But before you start just check why your group is so XP hungry. Perhaps that is because they see XP as a measure of how much progress they have made and a useful indicator of success. After all, going up levels is half the fun of roleplaying games. Maybe if you simply explain that levels in Zeitgeist accrue at certain points in the campaign (certain story-related points) they will be less concerned about itemization or book-keeping.</p></blockquote><p></p>
[QUOTE="gideonpepys, post: 6028560, member: 79141"] I don't think this advice applies specifically to Zeitgeist. If you don't think your group will adapt to the changes (in both XP and treasure distribution), or that - even if they acquiesce in the first instance - they will be demotivated as a result, you can simply resort to handing out XP at the end of every session. Just work out how much they need in total and roughly how many sessions the adventure will take and give them a portion thereof. Job done. Even better, make sure you tell them how great a percentage of that award was earned from quest XP - and how important roleplaying and investigative achievements are to the campaign. How pursuing storyline elements earn them both XP, treasure [I]and[/I] Prestige. (Try to introduce that system early and make it clear how they benefit from earning prestige with specific groups.) Treasure distribution is fairly straightforward too, as each adventure lists what an independent group would earn from each encounter. Simply have that treasure drop, and invite your players to do with it what they will: buy it, or turn it in to the RHC if they don't want it. They can even cheat and keep more than their fair share, but then the audit in adventure 3 will almost certainly catch them out (which can be fun too). But before you start just check why your group is so XP hungry. Perhaps that is because they see XP as a measure of how much progress they have made and a useful indicator of success. After all, going up levels is half the fun of roleplaying games. Maybe if you simply explain that levels in Zeitgeist accrue at certain points in the campaign (certain story-related points) they will be less concerned about itemization or book-keeping. [/QUOTE]
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