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Futzing With Experience Points (Exploration and Treasure for XP)
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<blockquote data-quote="not-so-newguy" data-source="post: 6965282" data-attributes="member: 6786140"><p>This is a rough draft, but I agree that it's complicated. One way I plan to mitigate the confusion is to use group XP, as in I add up the XP at the end of a session and divide it equally. The tough thing is that I need to catch all the instances where exploration xp is granted. It's something I will be refining and improving, if only to make it easier on myself.</p><p></p><p>Luckily, the group with which I play will help out with some of this. For example, someone would be responsible for adding all the hexes that were crossed during the session.</p><p></p><p>I plan on showing this idea to the "rules lawyer" of our group and anybody else who happens to be present. If he (they)gives me "wtf are you thinking?" look, then I'll know I need to change things drastically. I might even need to trash the idea. OTOH, if my idea makes sense to him (them), then I know I'm onto something.</p><p></p><p></p><p></p><p>No gold xp gained from friendlies, this includes: Other party members, the six friendly tribes, and any hostile creature that has changed attitude to friendly.</p><p></p><p> </p><p></p><p>The purpose of XP in this particular campaign setting (i.e. the Isle of Dread mini-sandbox) is to encourage players to explore and seek treasure. </p><p></p><p>"Explore" means discover new things (e.g. crossing unexplored area, encountering a monster, investigating structures, discovering artifacts of historical of significance.)</p><p></p><p>"Seek treasure" means finding caches of loot while exploring.</p><p></p><p>Leveling allows the party to explore more dangerous parts of the setting.</p><p></p><p></p><p></p><p>It's the story about a group who explore the Isle of Dread looking for loot and adventure. I know it sounds pretty vague, but I've learned to rely on the other folks at my table. Together we create the story.</p><p> </p><p>I will certainly provide several adventure hooks at the beginning. Though in the end, <s> everything </s> <em> the story </em> is reliant upon what interests the players [ETA] and their choices.</p><p></p><p></p><p></p><p>Totally legit way of doing things and something I've done in the past. A sandbox style of gaming seems to clash with this style of leveling, though. One of the strengths of this module is that it can be played as an open (mini) setting, where the party can (attempt) to go where they want.</p><p></p><p></p><p></p><p>Thank you! Hopefully the players will be just as enthused! It's good to know my OP wasn't just long-winded gibberish.</p><p></p><p>I'll entertain any suggestion that'll help refine these ideas, even bad ones. So feel free to suggest anything towards this end.</p><p></p><p></p><p></p><p>Why bother, right? </p><p></p><p>IMO, the Isle of Dread module is all about exploring (I define exploring earlier in this post) and getting some of that sweet sweet loot. Monsters are only part of the exploration, and not the main part. Mostly they're just obstacles standing in the way and not the goal. I want the players to focus on those goals rather than the obstacles (e.g. monsters, hazards, and traps).</p><p></p><p>Something to keep in mind is that campaign will start and end within the Isle of Dread setting. So I'm safe to tailor house rules that will only work within its confines without worrying about future implications for expanding the campaign.</p><p></p><p></p><p></p><p>Something else I plan on using is hex gaming paper, which is just wrapping paper with hexes (i own a 12 foot roll). I'll transfer the player's map onto the paper and it will be set in the middle of the table during each session. It's the players' responsibility to mark down what they have explored. </p><p></p><p>I recreated the Karameikos map for B10 Night's Dark Terror in this manner and it helped immensely.</p></blockquote><p></p>
[QUOTE="not-so-newguy, post: 6965282, member: 6786140"] This is a rough draft, but I agree that it's complicated. One way I plan to mitigate the confusion is to use group XP, as in I add up the XP at the end of a session and divide it equally. The tough thing is that I need to catch all the instances where exploration xp is granted. It's something I will be refining and improving, if only to make it easier on myself. Luckily, the group with which I play will help out with some of this. For example, someone would be responsible for adding all the hexes that were crossed during the session. I plan on showing this idea to the "rules lawyer" of our group and anybody else who happens to be present. If he (they)gives me "wtf are you thinking?" look, then I'll know I need to change things drastically. I might even need to trash the idea. OTOH, if my idea makes sense to him (them), then I know I'm onto something. No gold xp gained from friendlies, this includes: Other party members, the six friendly tribes, and any hostile creature that has changed attitude to friendly. The purpose of XP in this particular campaign setting (i.e. the Isle of Dread mini-sandbox) is to encourage players to explore and seek treasure. "Explore" means discover new things (e.g. crossing unexplored area, encountering a monster, investigating structures, discovering artifacts of historical of significance.) "Seek treasure" means finding caches of loot while exploring. Leveling allows the party to explore more dangerous parts of the setting. It's the story about a group who explore the Isle of Dread looking for loot and adventure. I know it sounds pretty vague, but I've learned to rely on the other folks at my table. Together we create the story. I will certainly provide several adventure hooks at the beginning. Though in the end, [s] everything [/s] [I] the story [/I] is reliant upon what interests the players [ETA] and their choices. Totally legit way of doing things and something I've done in the past. A sandbox style of gaming seems to clash with this style of leveling, though. One of the strengths of this module is that it can be played as an open (mini) setting, where the party can (attempt) to go where they want. Thank you! Hopefully the players will be just as enthused! It's good to know my OP wasn't just long-winded gibberish. I'll entertain any suggestion that'll help refine these ideas, even bad ones. So feel free to suggest anything towards this end. Why bother, right? IMO, the Isle of Dread module is all about exploring (I define exploring earlier in this post) and getting some of that sweet sweet loot. Monsters are only part of the exploration, and not the main part. Mostly they're just obstacles standing in the way and not the goal. I want the players to focus on those goals rather than the obstacles (e.g. monsters, hazards, and traps). Something to keep in mind is that campaign will start and end within the Isle of Dread setting. So I'm safe to tailor house rules that will only work within its confines without worrying about future implications for expanding the campaign. Something else I plan on using is hex gaming paper, which is just wrapping paper with hexes (i own a 12 foot roll). I'll transfer the player's map onto the paper and it will be set in the middle of the table during each session. It's the players' responsibility to mark down what they have explored. I recreated the Karameikos map for B10 Night's Dark Terror in this manner and it helped immensely. [/QUOTE]
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