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*TTRPGs General
Handing out XP in your campaigns
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<blockquote data-quote="MerakSpielman" data-source="post: 1477808" data-attributes="member: 7464"><p>I give encounter XP, and in-character XP, but rarely <em>story</em> XP. I don't have a story beyond that which the players end up making for themselves. I don't have a plot figured out ahead of time, so I'm not able to hand out breadcrumbs when they follow it.</p><p> </p><p>On the other hand, when a player has their character do something strikingly in-character (or clever), they get a little bonus - usually 10xp per character level. I bump it up to 20 per character level for truly incredible in-character behavior. I just handed out the first XP for my new campaign. This is the XP I handed out:</p><p> </p><p>The cleric of the God of Mercy:</p><p><span style="font-size: 10px">Attemting to assist dying man in ally and taking his body to the guards: 10xp</span></p><p><span style="font-size: 10px">Investigating the ship (Detect spells, talking to sailers): 10xp</span></p><p><span style="font-size: 10px">Binding the wounds of a dying enemy: 20xp</span></p><p><span style="font-size: 10px">Participating in the Cultist fight: 150xp</span></p><p><span style="font-size: 10px">Total: 190xp</span></p><p><span style="font-size: 10px"></span> </p><p>The ranger/trapper dudette:</p><p><span style="font-size: 10px">Attempting to track the dead man back to his starting point: 10xp</span></p><p><span style="font-size: 10px">Suggesting staking out the ship: 10xp</span></p><p><span style="font-size: 10px">Tailing the sailers into town: 10xp</span></p><p><span style="font-size: 10px">Participating in the Cultist fight: 150xp</span></p><p><span style="font-size: 10px">Total: 180xp</span></p><p> </p><p><span style="font-size: 10px">The Sorceress/Barmaid Dudette:</span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Gathering Information: 10xp</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Charming the Dockmaster: 10xp</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Tailing the cultist: 10xp</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Participating in the Cultist Fight: 150xp</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Total: 180xp</span></span></p><p> </p><p><span style="font-size: 10px"><span style="font-size: 10px">By increasing the number of XP gained for the bonus activities as the characters increase in level, I'm actively encouraging them to act in-character in such a way that it will still mean something at 8th or 17th level. This was their first little adventure, so I'm hoping to wean them off of the more mundane bonus-XP items (gathering information, for instance) and get some real role-playing stuff going on (with the plot they're coming up with, it shouldn't be hard). </span></span></p><p> </p><p><span style="font-size: 10px"><span style="font-size: 10px">Without bonus XP, it's hard for a character to justify doing things in-character that could potentially be bad strategic ideas (binding the enemy's wounds, for instance). I don't want the characters to behave like they're in some sort of game; I want them to behave like actual people.</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px"></span></span></p></blockquote><p></p>
[QUOTE="MerakSpielman, post: 1477808, member: 7464"] I give encounter XP, and in-character XP, but rarely [i]story[/i] XP. I don't have a story beyond that which the players end up making for themselves. I don't have a plot figured out ahead of time, so I'm not able to hand out breadcrumbs when they follow it. On the other hand, when a player has their character do something strikingly in-character (or clever), they get a little bonus - usually 10xp per character level. I bump it up to 20 per character level for truly incredible in-character behavior. I just handed out the first XP for my new campaign. This is the XP I handed out: The cleric of the God of Mercy: [size=2]Attemting to assist dying man in ally and taking his body to the guards: 10xp[/size] [size=2]Investigating the ship (Detect spells, talking to sailers): 10xp[/size] [size=2]Binding the wounds of a dying enemy: 20xp[/size] [size=2]Participating in the Cultist fight: 150xp[/size] [size=2]Total: 190xp [/size] The ranger/trapper dudette: [size=2]Attempting to track the dead man back to his starting point: 10xp[/size] [size=2]Suggesting staking out the ship: 10xp[/size] [size=2]Tailing the sailers into town: 10xp[/size] [size=2]Participating in the Cultist fight: 150xp[/size] [size=2]Total: 180xp[/size] [size=2]The Sorceress/Barmaid Dudette:[/size] [size=2][size=2]Gathering Information: 10xp[/size][/size] [size=2][size=2]Charming the Dockmaster: 10xp[/size][/size] [size=2][size=2]Tailing the cultist: 10xp[/size][/size] [size=2][size=2]Participating in the Cultist Fight: 150xp[/size][/size] [size=2][size=2]Total: 180xp[/size][/size] [size=2][size=2]By increasing the number of XP gained for the bonus activities as the characters increase in level, I'm actively encouraging them to act in-character in such a way that it will still mean something at 8th or 17th level. This was their first little adventure, so I'm hoping to wean them off of the more mundane bonus-XP items (gathering information, for instance) and get some real role-playing stuff going on (with the plot they're coming up with, it shouldn't be hard). [/size][/size] [size=2][size=2]Without bonus XP, it's hard for a character to justify doing things in-character that could potentially be bad strategic ideas (binding the enemy's wounds, for instance). I don't want the characters to behave like they're in some sort of game; I want them to behave like actual people. [/size][/size] [/QUOTE]
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