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Experience Matters - The benefits of XP
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<blockquote data-quote="Clint_L" data-source="post: 9025531" data-attributes="member: 7035894"><p>I'm not talking about levelling up, I'm talking about earning experience, which presumably happened <em>before</em> you "levelled" up, and which presumably involved a lot of trial and error. In fact, getting turned down for a job or a promotion has been, for me, when I've learned the <em>most</em>. Similarly, I think, for example, a failed heist would teach the characters a lot more about what to do and not to do next time, than a successful one.</p><p></p><p>For milestone...it's tricky. The question is always: what milestones matter? You can peg it to games played easily enough, though levelling might then come at strange times in the story, depending on how it unfolds. Pegging to each character's personal goals can lead to uneven advancement and can be hard to quantify. Pegging it to specific adventure moments can feel like railroading (e.g. you hit level 2 when you find the hidden staircase in the attic - <em>Death House</em>) - I think it works in a heavily plotted out campaign, like running a published adventure, but is harder in a campaign driven more by different character goals.</p><p></p><p>In my school campaigns, which are short, it's games played. In my home campaign, we just have a conversation - does it feel like the right time to level up?</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9025531, member: 7035894"] I'm not talking about levelling up, I'm talking about earning experience, which presumably happened [I]before[/I] you "levelled" up, and which presumably involved a lot of trial and error. In fact, getting turned down for a job or a promotion has been, for me, when I've learned the [I]most[/I]. Similarly, I think, for example, a failed heist would teach the characters a lot more about what to do and not to do next time, than a successful one. For milestone...it's tricky. The question is always: what milestones matter? You can peg it to games played easily enough, though levelling might then come at strange times in the story, depending on how it unfolds. Pegging to each character's personal goals can lead to uneven advancement and can be hard to quantify. Pegging it to specific adventure moments can feel like railroading (e.g. you hit level 2 when you find the hidden staircase in the attic - [I]Death House[/I]) - I think it works in a heavily plotted out campaign, like running a published adventure, but is harder in a campaign driven more by different character goals. In my school campaigns, which are short, it's games played. In my home campaign, we just have a conversation - does it feel like the right time to level up? [/QUOTE]
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