Slow Advancement Rocks

BTW, there's another way to stimulate character exploration, one that worked wonders for me (sadly, didn't work on first try, this is an upgraded ed ;-) ): no kill-xp. I got the idea from Vampire: The Masquerade. Keep the xp pool the same, but diffuse it between different quests/aspects. Now, it's not XP-reaping, it's literally deciding whether it's better for X to live or die. Killing someone is like shutting a door - sometimes bad, sometimes crucial (future snitch v witness). On the other hand, sometime it really is easier to kill everyone in sight, or not leave anyone behind your back.
 

log in or register to remove this ad

I do like that one actually, and I think that's similar to how I'll be ruling it in my upcoming campaign. It'll let me control level progression in real-time.

You get X Experience for coming out and advancing the plot or participating. I'll try to throw out wealth per level to make sure things stay appropriate, and then:

I'll give out some sort of perk items for when players do really memorable things, or for amazing roleplaying, or whatever. I'll probably come up with a point system. Every X points, fate (the plot) will be manipulated for them to get something nice they wouldn't have had, or get something they are buying at a lowered cost.
 

Remove ads

Top