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N.E.W. Playtest Feedback - Prison Planet - System Notes - Sessions 2 and 3
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<blockquote data-quote="Wojorides" data-source="post: 6474087" data-attributes="member: 6776304"><p>When i was running the base exp per session was 1,000 Bonuses for mission completion, good role-playing.</p><p></p><p>We did do a few house rules. The characters could advance in careers. Since a great deal of time was spent traveling from one system to another (average trip was around 15 days one way) it made sense they would be working on their careers as they traveled. The way I handled it was they spent 1,000 exp at the start of the month towards a career. (easy to slow advancement by decreasing this amount) Academic careers should take longer reflecting time to study data and practice skills. They could not advance in some careers. Since we had few civilian equivalents of the military careers, the characters could not advance in rank outside of the military. For the Trooper career, limited to Sargent, they did not have a larger group to lead so could not advance further.</p><p></p><p>The primary reason we stopped was that players felt little or no sense of accomplishment in raising skills and stats even with allowing career advancement. We STRONGLY considered using the stats for dice pool and then adding a fixed number (Rank + 2) for skill increases. </p><p></p><p>Suggestions for organization of the book. The ship building should be an Appendix or at least at the end of the book. Characters aren't going to be able to afford ships, running costs not to mention repairs. And g_d help you if you get into a battle and have repair costs. Psionics should be moved to before equipment. It's part of character creation and should be with that portion of the book. Initial impression of psionics was not good, will try and find our house rules that made those playable and post them for your review.</p></blockquote><p></p>
[QUOTE="Wojorides, post: 6474087, member: 6776304"] When i was running the base exp per session was 1,000 Bonuses for mission completion, good role-playing. We did do a few house rules. The characters could advance in careers. Since a great deal of time was spent traveling from one system to another (average trip was around 15 days one way) it made sense they would be working on their careers as they traveled. The way I handled it was they spent 1,000 exp at the start of the month towards a career. (easy to slow advancement by decreasing this amount) Academic careers should take longer reflecting time to study data and practice skills. They could not advance in some careers. Since we had few civilian equivalents of the military careers, the characters could not advance in rank outside of the military. For the Trooper career, limited to Sargent, they did not have a larger group to lead so could not advance further. The primary reason we stopped was that players felt little or no sense of accomplishment in raising skills and stats even with allowing career advancement. We STRONGLY considered using the stats for dice pool and then adding a fixed number (Rank + 2) for skill increases. Suggestions for organization of the book. The ship building should be an Appendix or at least at the end of the book. Characters aren't going to be able to afford ships, running costs not to mention repairs. And g_d help you if you get into a battle and have repair costs. Psionics should be moved to before equipment. It's part of character creation and should be with that portion of the book. Initial impression of psionics was not good, will try and find our house rules that made those playable and post them for your review. [/QUOTE]
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N.E.W. Playtest Feedback - Prison Planet - System Notes - Sessions 2 and 3
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