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What does XP mean to you?
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<blockquote data-quote="ruleslawyer" data-source="post: 2954203" data-attributes="member: 1757"><p>I use XP as a purely metagame construct. It does effectively create an in-game conceit (although my players haven't voiced it): Namely, that facing great challenges causes heroes to rise to the occasion. I use the Conan model: The heroes are incredibly talented people who learn the arts of combat, magic, and great skill far more quickly and easily than warriors with decades more experience. The reason I use XP rather than declaring level-ups is because I like to vary advancement depending on how grueling or "successful" a session was; it's basically a tool for me to vary the pace of the campaign. </p><p></p><p>I don't give out more XP to players for inspired roleplaying, or less for missing sessions; rather, my own reward system uses glory points (the Iron Heroes version of fate or action points).</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 2954203, member: 1757"] I use XP as a purely metagame construct. It does effectively create an in-game conceit (although my players haven't voiced it): Namely, that facing great challenges causes heroes to rise to the occasion. I use the Conan model: The heroes are incredibly talented people who learn the arts of combat, magic, and great skill far more quickly and easily than warriors with decades more experience. The reason I use XP rather than declaring level-ups is because I like to vary advancement depending on how grueling or "successful" a session was; it's basically a tool for me to vary the pace of the campaign. I don't give out more XP to players for inspired roleplaying, or less for missing sessions; rather, my own reward system uses glory points (the Iron Heroes version of fate or action points). [/QUOTE]
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