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General Tabletop Discussion
*TTRPGs General
Slowing Advancement and Other Arbitrary Restrictions
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<blockquote data-quote="painandgreed" data-source="post: 3426867" data-attributes="member: 24969"><p>One thing you could do is give out a set XP value per game. Gives you slowing advancement and a good idea where people will be later. Issues with this is that PCs will plan accordingly, ie "We'll go attack the fort two games from now because we'll be higher level." The possible good thing, especially for how I think Reynard runs his games, is that it does remove that forced behavior to gain XP from the PCs. They are then actually free to do what they want to do rather than what they have to do. Works out for role players because they are rewarded in XP as much for RP as for killing things and taking their stuff. For sandbox play, it works out because it allows the PCs to work on their own goals and desires rather than moving from battle to battle only because it's the sole way to make XP. Completion of adventures or personal goals can always be rewarded with ad hoc XP which helps out but the PCs don't end up getting screwed if they decide they want to go a different direction.</p><p></p><p>V:tM is like that. It's a hard transition for some people to handle. Most players aren't used to RPGs where combat gains you nothing and money is effectivly worthless. Once they do settle in it works out ok, and for those players that want combat, there's nothing stopping them.</p></blockquote><p></p>
[QUOTE="painandgreed, post: 3426867, member: 24969"] One thing you could do is give out a set XP value per game. Gives you slowing advancement and a good idea where people will be later. Issues with this is that PCs will plan accordingly, ie "We'll go attack the fort two games from now because we'll be higher level." The possible good thing, especially for how I think Reynard runs his games, is that it does remove that forced behavior to gain XP from the PCs. They are then actually free to do what they want to do rather than what they have to do. Works out for role players because they are rewarded in XP as much for RP as for killing things and taking their stuff. For sandbox play, it works out because it allows the PCs to work on their own goals and desires rather than moving from battle to battle only because it's the sole way to make XP. Completion of adventures or personal goals can always be rewarded with ad hoc XP which helps out but the PCs don't end up getting screwed if they decide they want to go a different direction. V:tM is like that. It's a hard transition for some people to handle. Most players aren't used to RPGs where combat gains you nothing and money is effectivly worthless. Once they do settle in it works out ok, and for those players that want combat, there's nothing stopping them. [/QUOTE]
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