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How do you do horror when running D&D?
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<blockquote data-quote="hawkeyefan" data-source="post: 7889690" data-attributes="member: 6785785"><p>I have no problem with milestone XP/leveling...I use it in my 5E campaign.</p><p></p><p>I think that in this case, it would make sense to have specific XP rewards or milestone points that will encourage the players to approach the game in the way that Rechan is hoping.</p><p></p><p>Your suggestion of “escape the lab to reach level 2” is along the lines of what I mean, for sure. But I don’t know if it would hurt to be even more specific. An XP award for escaping the lab without combat promotes the kind of play that’s desired, so that may help. Otherwise, they may take “escape the lab” to mean “kill all the bad guys in the lab”. </p><p></p><p>I’d likely ditch the XP system as presented and just use a simplified version. Something like you need 10 XP to reach next level, and then grant 1 XP when the players perform the kind of action wanted. Use Stealth to avoid Combat? Get 1XP. </p><p></p><p>But you’d need a clear list of what grants XP. Such a list may have things that apply to all characters, and then also things that only apply to certain classes. </p><p></p><p>This is the clearest way to say to the players “This game is about this” because it clearly establishes what actions are rewarded.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7889690, member: 6785785"] I have no problem with milestone XP/leveling...I use it in my 5E campaign. I think that in this case, it would make sense to have specific XP rewards or milestone points that will encourage the players to approach the game in the way that Rechan is hoping. Your suggestion of “escape the lab to reach level 2” is along the lines of what I mean, for sure. But I don’t know if it would hurt to be even more specific. An XP award for escaping the lab without combat promotes the kind of play that’s desired, so that may help. Otherwise, they may take “escape the lab” to mean “kill all the bad guys in the lab”. I’d likely ditch the XP system as presented and just use a simplified version. Something like you need 10 XP to reach next level, and then grant 1 XP when the players perform the kind of action wanted. Use Stealth to avoid Combat? Get 1XP. But you’d need a clear list of what grants XP. Such a list may have things that apply to all characters, and then also things that only apply to certain classes. This is the clearest way to say to the players “This game is about this” because it clearly establishes what actions are rewarded. [/QUOTE]
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