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Experience Matters - The benefits of XP
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<blockquote data-quote="iserith" data-source="post: 9025605" data-attributes="member: 97077"><p>Milestone XP is in my view best for plot-based games or for sandboxes with party-driven goals. It's also not railroading. It's rewarding behavior that supports the game everyone agreed to play together. Nobody is being coerced or tricked.</p><p></p><p>In a D&D 5e game that I am currently playing, at the end of the session, we have a discussion about our accomplishments. (The XP/level tables have been modified to much lower XP totals, but at the same sort of default progress rate.)</p><p></p><p style="margin-left: 20px">Gain 1 xp for each of the following questions that you can answer 'Yes' to.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Did I play to a trait, ideal, bond, or flaw? Which one? (Individual)</p> <p style="margin-left: 20px">Did we learn something new about the adventure location? What was it? (Everyone)</p> <p style="margin-left: 20px">Did we acquire a rare or unique treasure? What was it? (Everyone)</p> <p style="margin-left: 20px">Did we defeat a notable enemy? Who or what was it? (Everyone)</p> <p style="margin-left: 20px">Did we achieve our goal for the session? (Everyone - this goal is set at the end of the previous session.)</p> <p style="margin-left: 20px">Did I face death myself, or pull a companion back from the brink? (Individual)</p><p></p><p>This definitely impacts the sorts of decisions we make as a team. We're constantly looking for new learning opportunities, interesting treasures, and a notable enemy, plus we're laser-focused on our goal. We tend to skip over anything that isn't those things. This includes combats that can be avoided since they aren't worth XP anyway (unless it contains a notable enemy). We also hilariously step all over each other trying to heal a downed comrade.</p><p></p><p>As an example, in the last session, our goal was to steal the throne of the kobold king so we can turn it into a toilet in our guildhall. We were sweating bullets as the kobolds stymied our progress to getting it before session's end. We took significant risks to accomplish the goal and did! Unfortunately, the kobolds were successful in bogging us down so that we did not defeat a notable enemy along the way. So next session we'll definitely try to get back on track with that.</p></blockquote><p></p>
[QUOTE="iserith, post: 9025605, member: 97077"] Milestone XP is in my view best for plot-based games or for sandboxes with party-driven goals. It's also not railroading. It's rewarding behavior that supports the game everyone agreed to play together. Nobody is being coerced or tricked. In a D&D 5e game that I am currently playing, at the end of the session, we have a discussion about our accomplishments. (The XP/level tables have been modified to much lower XP totals, but at the same sort of default progress rate.) [INDENT]Gain 1 xp for each of the following questions that you can answer 'Yes' to.[/INDENT] [INDENT][/INDENT] [INDENT]Did I play to a trait, ideal, bond, or flaw? Which one? (Individual)[/INDENT] [INDENT]Did we learn something new about the adventure location? What was it? (Everyone)[/INDENT] [INDENT]Did we acquire a rare or unique treasure? What was it? (Everyone)[/INDENT] [INDENT]Did we defeat a notable enemy? Who or what was it? (Everyone)[/INDENT] [INDENT]Did we achieve our goal for the session? (Everyone - this goal is set at the end of the previous session.)[/INDENT] [INDENT]Did I face death myself, or pull a companion back from the brink? (Individual)[/INDENT] This definitely impacts the sorts of decisions we make as a team. We're constantly looking for new learning opportunities, interesting treasures, and a notable enemy, plus we're laser-focused on our goal. We tend to skip over anything that isn't those things. This includes combats that can be avoided since they aren't worth XP anyway (unless it contains a notable enemy). We also hilariously step all over each other trying to heal a downed comrade. As an example, in the last session, our goal was to steal the throne of the kobold king so we can turn it into a toilet in our guildhall. We were sweating bullets as the kobolds stymied our progress to getting it before session's end. We took significant risks to accomplish the goal and did! Unfortunately, the kobolds were successful in bogging us down so that we did not defeat a notable enemy along the way. So next session we'll definitely try to get back on track with that. [/QUOTE]
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