Trying out WFRP 4e - Ubersreik Days and Nights [+]

Thanks. Do you mean, does it link to Journals in Foundry?

Not yet but that is a good idea.
I went pretty crazy with landing pages for a while. Foundry was almost a second hobby for me. I put a bunch of effects, Easter eggs, links to content to give players something to play around with why waiting for everyone to join or when we were going over housekeeping. But the effort versus payoff wasn't worth it. I stopped using landing pages a while ago. The one below is my first one. Each map is linked to a journal with a full image of the map. Each for the four portrait cards is linked to a journal entry for that character. The journal links to a journal with the full text of the Saga of the Ogres. The candle flame using flickering lighting effect. If you click on a coin the NPC will yell out (in text) various warnings, except clicking on the brass penny will add a bp to the player's active character sheet (only once per PC). Clicking on the feather makes it disappear from the scene and adds a quick to the player's character sheet. If a player moves their PC's token onto the candle, an aflame condition is applied to the PC. Clicking on the inkpot creates an ink spill on the scene. Etc.
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Then, for a while I was using Baileywiki's Landing Pages module. It was more practical, and it looked nice, but mostly players were not accessing journals and maps and stuff while waiting for the game to start and during the game they would just use the sidebar to pull up assets. The eye-candy wasn't worth the time to keep updating it.

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@TheSword I notice on your landing page, where you list out the PC's motivations (great idea to emphasize it and keep it in the players' minds BTW), I notice that you have skill buffs listed, and +# [skill], e.g. "and +5 Charm". Is that part of the motivation goal or an additional reward?
 

@TheSword I notice on your landing page, where you list out the PC's motivations (great idea to emphasize it and keep it in the players' minds BTW), I notice that you have skill buffs listed, and +# [skill], e.g. "and +5 Charm". Is that part of the motivation goal or an additional reward?
So at the end of the session we go round each player one at a time and they say if they have done something or behaved in a way that fits their motivation and if they have they get 50 XP.

They also get to say something they have learned about the world or developed something non-combat based in their character. They then get 5 advances in the relevant skill (if they have advances in that skill steady they get less). It’s a way of me awarding an extra 50 XP or so without it being spammed on combat skills and also means some more interesting skills can be developed. Without coming at the cost of other stuff. It’s a bit like oblivion/skyrim advancement.

They then get the usual XP for adventure achievements. I’m expecting to run this campaign for about 30 sessions hopefully so that should get the players to about 5000 XP which is a respectable power level to reach I think.
 
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So at the end of the session we go round each player one at a time and they say if they have done something or behaved in a way that fits their motivation and if they have they get 50 XP.
I like that idea, to keep it a meaningful mechanic. But in my current campaign, I'm trying to keep a slow burn on XP awards. I'm running The Enemy Within (just finished the 2nd book, Death on the Reik, yesterday) but I started with the adventure in the Starter Set and have worked in the 5 adventures from Rough Nights Hard Days (the 5th and final adventure from that book will be run at our next session). There was also some homebrew scenarios to ties things together, set an additional plot line hooked into TEW and to get them to the start of the TEW. So they started TEW with more than expected number of experience. But I've gotten to a good cadence, sticking with the objectives/accomplishments XP in the printed books, with no session based XP.

But I think that this would be a good practice to start for granting resolve. Resolve and resilience are almost ignored in our game. Fortune is given back each pretty much once as session. I keep forgetting about Resolve. Since my sessions are 8 hours long, and since Resilience is much harder to come by than Fate (in TEW you have a good chance of getting a Fate point at the end of each book), I'm thinking it would be fine to at the end or beginning of each session to ask: what have you done this/last session to help you progress towards your long-term ambition?

In my game, short-term ambitions are tied to career and factions. You'll see the counter at the bottom of my screens. Three of the four characters short-term ambitions are generally tied to patrons or organizations. They generally get short-term ambition XP when they do something to gain a favor point with their patron/faction. My fourth player is instead building up a network of fences (for hard to sell or questionably gotten goods) around the Empire.
They also get to say something they have learned about the world or developed something non-combat based in their character. They then get 5 advances in the relevant skill (if they have advances in that skill steady they get less). It’s a way of me awarding an extra 50 XP or so without it being spammed on combat skills and also means some more interesting skills can be developed. Without coming at the cost of other stuff. It’s a bit like oblivion/skyrim advancement.
I like this as well. I currently allow things that happen in game to give them some boons in their downtime activity, allowing them to learn new skills or talents, or unusual weapons with some bonuses to rolls, less XP cost, or less money. But I really like the idea of linking this to what they learned about the world. One challenge with TEW is the current party isn't well balanced for many of the social encounters and some of the non-magical academic research that would really help keep the game moving forward. I've handled that with the occasional rare book discovery, but I think your approach would really help non-academic and non-courtier PCs show some level of understanding of certain lores learned through experience. Players tend to be loath to spend hard-gained XP on lore skills that don't advance them in their careers. I don't expect that this will affect balance much as most instances of this in my game have been some pretty specific lores. Like giving them Lore (Liebwitz), Lore (Nuln), Lore (River Culture) would not impact balance but would help keep them interested in the complex, wide ranging, travels and intrigue in TEW.
They then get the usual XP for adventure achievements. I’m expecting to run this campaign for about 30 sessions hopefully so that should get the players to about 5000 XP which is a respectable power level to reach I think.
I just completed my 20th session. Each session is 8 hours long. We've gone through the entire Starter Set adventure, plus a couple of side adventures (either from the Starter Set and/or from one of the Ubersreik Adventure books, I forget which), a couple homebrew side quests, four of the five adventures in Rough Nights Hard Days, and the first two books of The Enemy Within. They are at about 3,225 XP. That may be low for the amount of adventuring, but I'm trying to keep them from racing too far beyond the TEW expected XP, even with the extra content I've weaved in.
 

Your landing pages look amazing and sounds brilliant. I’m trying to link in the session recap into it to make the most of time.
There are various mods that you can use for this, but I've become cautious about recommending mod-heavy approach. They often involve an investment in time to learn and apply only to break on the next update. I've gone back to a more keep it simple approach. I don't use landing pages any more, but if were to go back to that, I would likely just have, say an image of journal, map, etc. And just use a map pin tied to the asset in question. Very easy way to link journal articles to images. You just have to make sure that players have rights to view the article and the pins.

The downside is that the pins are visible which is not quite as aesthetically pleasing. If you want to have clickable images that can do all kinds of things, Monk's Tile Triggers is probably the best and most commonly recommended. I used it heavily for a while. Tile Trigger is a lighter alternative to Monk's, but I've not used it.
 

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