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<blockquote data-quote="5ekyu" data-source="post: 7583314" data-attributes="member: 6919838"><p>We use session xp. Tiers 3-4 sessions and the group levels. Everyone levels at the same time. </p><p></p><p>Like you referenced, we do not want to have xp encourage in-character actions. </p><p></p><p>We want the players to decide for their character in the moment, in the character, from that POV not looking at some checklist of campaign goals or list of " things that make the GM like me."</p><p></p><p>That means sometimes they rush in with little or no plan - if that is in character - instead or trying to tick off the clever plan xp counter. Sometimes they quip and banter, sometimes they grumble- depends on what's up. </p><p></p><p>But one key is this - they expect to see (and do see in practice) the outcomes and rewards in play in the game world, not in xp. Good roleplaying, clever plans, completing personal goals show results in play, drive outcomes, open new doors, etc. The "motivations" to do those are the same as everywhere else - make thing happen, get the outcomes you want etc. </p><p></p><p>The lizardfolk druid decides to ho speak to the lizard woman "farmer" outside of town (no obvious links to story or plot or goals) not because its gonna earn them 10xp for roleplaying, it because they think it will be fun and very in-character. They later decide on a short side trek to investigate the special tree shrine not linked to the current story or plot cuz itsvin character... not for the 10xp. Both cases wind up with interesting results, potential allies, potential new plots and events. They see results in-gsme, not in the token jar of xp. </p><p></p><p>They could have passed both by, ignored them, moved on down the plots-n-goals do checklist but... woulda been less fun and less beneficial long term. </p><p></p><p>Works for us.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7583314, member: 6919838"] We use session xp. Tiers 3-4 sessions and the group levels. Everyone levels at the same time. Like you referenced, we do not want to have xp encourage in-character actions. We want the players to decide for their character in the moment, in the character, from that POV not looking at some checklist of campaign goals or list of " things that make the GM like me." That means sometimes they rush in with little or no plan - if that is in character - instead or trying to tick off the clever plan xp counter. Sometimes they quip and banter, sometimes they grumble- depends on what's up. But one key is this - they expect to see (and do see in practice) the outcomes and rewards in play in the game world, not in xp. Good roleplaying, clever plans, completing personal goals show results in play, drive outcomes, open new doors, etc. The "motivations" to do those are the same as everywhere else - make thing happen, get the outcomes you want etc. The lizardfolk druid decides to ho speak to the lizard woman "farmer" outside of town (no obvious links to story or plot or goals) not because its gonna earn them 10xp for roleplaying, it because they think it will be fun and very in-character. They later decide on a short side trek to investigate the special tree shrine not linked to the current story or plot cuz itsvin character... not for the 10xp. Both cases wind up with interesting results, potential allies, potential new plots and events. They see results in-gsme, not in the token jar of xp. They could have passed both by, ignored them, moved on down the plots-n-goals do checklist but... woulda been less fun and less beneficial long term. Works for us. [/QUOTE]
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