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<blockquote data-quote="Monayuris" data-source="post: 8121006" data-attributes="member: 6859536"><p>When I run OSR games, in that situation they would get zero XP.</p><p></p><p>But, If players are doing a lot of role-playing, exploration, and investigation, then in my experience, a lot of this effort often results in players gathering information that may lead to finding greater treasures next time.</p><p></p><p>One of the tenets of old school play is that rewards are objective and are a measure of effectiveness. Sometimes you delve into the dungeon and come back with nothing more than some broken spear shafts. It could have been due to bad luck, or making a bad choice in where to explore, or some other event that pops up in play.</p><p></p><p>A lot of this falls on the hands of the players. Doing things like identifying potential treasure hoards, staying on task, avoiding distractions and unnecessary encounters are all player choices that can lead to more success. I've been in groups that had a goal but then decided on the fly to do something else... usually, in such a situation, the rewards are poor.</p><p></p><p>But this assumes an open-ended dungeon/wilderness exploration format. Where the act of exploration is the focus of the game.</p></blockquote><p></p>
[QUOTE="Monayuris, post: 8121006, member: 6859536"] When I run OSR games, in that situation they would get zero XP. But, If players are doing a lot of role-playing, exploration, and investigation, then in my experience, a lot of this effort often results in players gathering information that may lead to finding greater treasures next time. One of the tenets of old school play is that rewards are objective and are a measure of effectiveness. Sometimes you delve into the dungeon and come back with nothing more than some broken spear shafts. It could have been due to bad luck, or making a bad choice in where to explore, or some other event that pops up in play. A lot of this falls on the hands of the players. Doing things like identifying potential treasure hoards, staying on task, avoiding distractions and unnecessary encounters are all player choices that can lead to more success. I've been in groups that had a goal but then decided on the fly to do something else... usually, in such a situation, the rewards are poor. But this assumes an open-ended dungeon/wilderness exploration format. Where the act of exploration is the focus of the game. [/QUOTE]
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