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<blockquote data-quote="Balesir" data-source="post: 5780816" data-attributes="member: 27160"><p>Lots of good stuff in these and other posts, but I'll just make one comment sparked by these selections:</p><p></p><p>I think the 4E xp system is actually functionally quite compatible with both of these ruminations - but it would have been useful to see some comments on "alternative ways to think of the xp economy" in a DMG.</p><p></p><p>For Nar play, for example, I would think along the lines of letting players come up with character aims and goals, along with how much of the plot arc/how many levels they expect/wish them to take. This then translates directly into a DM budget (in 'xp worth') for the challenges and obstacles that will face the PCs in reaching that goal. Add treasure items in to suit, and <em>voila</em> - one player-driven plot arc. Adjust as play proceeds and stuff happens...</p><p></p><p>In a similar fashion, a more "Gygaxian" game can set up treasures (with rumours about them) that have, as a result of their level-appropriateness and value, an xp budget for their protection. Add in "detour" encounters that are <u>not</u> required to get the treasure <em>and which the PCs get no xp for</em>, and you have fairly hard-core vanilla Gamism.</p></blockquote><p></p>
[QUOTE="Balesir, post: 5780816, member: 27160"] Lots of good stuff in these and other posts, but I'll just make one comment sparked by these selections: I think the 4E xp system is actually functionally quite compatible with both of these ruminations - but it would have been useful to see some comments on "alternative ways to think of the xp economy" in a DMG. For Nar play, for example, I would think along the lines of letting players come up with character aims and goals, along with how much of the plot arc/how many levels they expect/wish them to take. This then translates directly into a DM budget (in 'xp worth') for the challenges and obstacles that will face the PCs in reaching that goal. Add treasure items in to suit, and [I]voila[/I] - one player-driven plot arc. Adjust as play proceeds and stuff happens... In a similar fashion, a more "Gygaxian" game can set up treasures (with rumours about them) that have, as a result of their level-appropriateness and value, an xp budget for their protection. Add in "detour" encounters that are [U]not[/U] required to get the treasure [I]and which the PCs get no xp for[/I], and you have fairly hard-core vanilla Gamism. [/QUOTE]
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