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What do you prefer to give/get XP for?
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<blockquote data-quote="Aldarc" data-source="post: 9420700" data-attributes="member: 5142"><p>While I agree that Monte Cook Games has fairly decent to good layout when it comes to their core books, I would question whether Monte Cook Games has good layout when it comes to their adventure writing. My partner is a TTRPG newbie. Nevertheless, my partner wanted to run some of the "easy" adventures for Numenera, but their eyes completely glossed over when trying to read through the adventure to get an idea of what it was about, the flow of the adventure, or how to run it. I agree that I think that MCG's adventure writing can be an absolute mess. Sometimes important details, twists, or things that you need to seed early are buried later in the text. Sometimes their adventure overviews aren't particularly helpful in gently easing a GM into the adventure. However, my partner then ran Fabula Ultima's Press Start adventure nearly flawlessly. A big part of that had to do with its layout.</p><p></p><p></p><p>I think that I would honestly just prefer tier-based level and adventure design more like Shadow of the Demon Lord. Adventures are written for various level tiers of play: Starter (level 0), Novice (1-2), Expert (3-6), Master (7-10). So if my characters are anywhere between levels 3 and 6, then I know that they should be fine with an Expert level adventure. So there is no need to expect "you should be level X by this point in the adventure" in the middle of the book. Of course, there is never leveling in the middle of the adventure as completing the adventure module is what earns the level-up.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 9420700, member: 5142"] While I agree that Monte Cook Games has fairly decent to good layout when it comes to their core books, I would question whether Monte Cook Games has good layout when it comes to their adventure writing. My partner is a TTRPG newbie. Nevertheless, my partner wanted to run some of the "easy" adventures for Numenera, but their eyes completely glossed over when trying to read through the adventure to get an idea of what it was about, the flow of the adventure, or how to run it. I agree that I think that MCG's adventure writing can be an absolute mess. Sometimes important details, twists, or things that you need to seed early are buried later in the text. Sometimes their adventure overviews aren't particularly helpful in gently easing a GM into the adventure. However, my partner then ran Fabula Ultima's Press Start adventure nearly flawlessly. A big part of that had to do with its layout. I think that I would honestly just prefer tier-based level and adventure design more like Shadow of the Demon Lord. Adventures are written for various level tiers of play: Starter (level 0), Novice (1-2), Expert (3-6), Master (7-10). So if my characters are anywhere between levels 3 and 6, then I know that they should be fine with an Expert level adventure. So there is no need to expect "you should be level X by this point in the adventure" in the middle of the book. Of course, there is never leveling in the middle of the adventure as completing the adventure module is what earns the level-up. [/QUOTE]
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