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Wyrd -- an alternative XP system
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<blockquote data-quote="Matt Snyder" data-source="post: 3152336" data-attributes="member: 11840"><p>Doc, those suggestions are good, but I'm not seeing how they aren't already part of what's in there. Maybe the examples don't indicate that? But, yes, those are some of the kinds of goals I'd like to see characters employ, definitely. </p><p></p><p>The early levels are indeed faster, as I learned this weekend in my game using this system for the first time. My group had a good time with it. We're perfectly happy with the quicker advancement -- it was one of my design goals. But, we also uncovered some other quirks. Namely, that when players sacrifice Wyrds to survive, they can quickly get zero XP for the day, despite good play overall. I'm thinking of tweaking that to something like the failed Wyrd "booby prize" of 200 XP.</p><p></p><p>I haven't yet had a chance to playtest higher levels, so I'm not sure how many goals players can reasonably expect to fulfill in a session. I'm guessing something like 3-4 maybe? Maybe more.</p><p></p><p>Oh! Can you point me at some of the similar ideas you've seen? I'd love to compare notes, see if there's anything to learn from them.</p></blockquote><p></p>
[QUOTE="Matt Snyder, post: 3152336, member: 11840"] Doc, those suggestions are good, but I'm not seeing how they aren't already part of what's in there. Maybe the examples don't indicate that? But, yes, those are some of the kinds of goals I'd like to see characters employ, definitely. The early levels are indeed faster, as I learned this weekend in my game using this system for the first time. My group had a good time with it. We're perfectly happy with the quicker advancement -- it was one of my design goals. But, we also uncovered some other quirks. Namely, that when players sacrifice Wyrds to survive, they can quickly get zero XP for the day, despite good play overall. I'm thinking of tweaking that to something like the failed Wyrd "booby prize" of 200 XP. I haven't yet had a chance to playtest higher levels, so I'm not sure how many goals players can reasonably expect to fulfill in a session. I'm guessing something like 3-4 maybe? Maybe more. Oh! Can you point me at some of the similar ideas you've seen? I'd love to compare notes, see if there's anything to learn from them. [/QUOTE]
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