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XP Awards for -- what????
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<blockquote data-quote="Manbearcat" data-source="post: 8838591" data-attributes="member: 6696971"><p>For reference, here are is a smattering of End of Session xp rewards for some recent games I've GMed (including the Blades game that has been mentioned):</p><p></p><p><strong>BLADES IN THE DARK</strong></p><p><strong></strong></p><p><strong>Beaker XP</strong></p><p></p><p>— <em>Addressed a challenge with technical skill or mayhem</em>: Yes. Blew up the guards, made a mess of things with his binding oil, distracted Bluecoats with tweakers. 2 XP</p><p></p><p>— <em>Expressed your beliefs, drives, heritage, or background</em>: Took himself out with a flashback (belief: take care of your crew). Protected Mistress Kember (and made her a friend). 2 XP</p><p></p><p>— <em>Struggled with issues from your vice or traumas</em>: Unfortunately, Beaker got reckless after he did the crazy things. 0 XP</p><p></p><p><strong>Tal Rajan XP</strong></p><p></p><p>• <strong>Addressed a challenge with conspiracy or calculation:</strong> Took part in a binding ritual in order to secure arcane aid against the Haloed Ones. Ensured Ghost Faced Killers were on hand to help handle that Scurlock business. <strong>2 XP</strong>.</p><p></p><p>• <strong>Expressed your beliefs, drives, heritage, or background:</strong> Tal's first instinct when faced with a threat he was not sure how to handle was to turn to House Anixis and bind himself to the demon prince, Ixis. Why not turn to the Ankhayat instead? Tal seems to increasingly seem to use others to do the work for him rather than get his own hands dirty. <strong>2 XP.</strong></p><p></p><p>• <strong>Struggled with issues from your vice or traumas:</strong> Tal was quick to order the Bloodguard to murder the stewards in cold blood right in front of the Deathlands Scavengers (Vicious). His use of adherents of She Who Slays in Darkness to help bring down the Haloed Ones nearly led to division in the crew in the middle of the score. <strong>2 XP.</strong></p><p></p><p>6 XP to Playbook Track.</p><p></p><p>[HR][/HR]</p><p></p><p><strong>STONETOP</strong></p><p><strong></strong></p><p><strong>* Did we learn more about the world or its history? - </strong>Cullen- Yes, we learned about the Hillfolk tribes and a little about Titan Bones<strong> </strong></p><p><strong></strong></p><p><strong>* Did we defeat a threat to Stonetop or the region? - </strong>Cullen- No, Gavin and Dap did when they saved Sigard from the seduction of the Darkness Underfoot, but the Hillfolk tribe is still a threat to the Garretts and maybe Stonetop so Cullen and Trys have work yet to do.</p><p></p><p><strong>* Did we improve our standing with our neighbors?- </strong>Cullen- Yes, I think he improved standing with the pilgrims from Marshedge as being fair and honorable.</p><p></p><p><strong>* Did we make a lasting improvement to Stonetop, or tangible progress towards doing so? - </strong>Cullen- No, we made progress toward hopefully saving the Garretts and bringing a family of horse breeders and their horses to the town, but they're still in peril.</p><p></p><p>* <strong>Say how your relationship with or opinion of a PC, NPC, or group has changed. If you can, mark XP. </strong>- Trys. Dad is acting weird and I know he's in a process of... seeking redemption. Which is something I want to not interfere with. He did step up to working together on the engineering problem I presented to him. So I think my opinion of my dad is tentatively and cautiously trending up.</p><p></p><p><strong>* How did you demonstrate or struggle with your instinct. If you can, mark XP.</strong> - Dap. His hope was reinforced by everyone pulling together for Stonetop to deal with the rain, and the heroes all acting with kindness and restraint for (the possessed) Lief, even when he didn't earn it.</p><p></p><p>[HR][/HR]</p><p> </p><p><strong>TORCHBEARER</strong></p><p></p><p>This game has several different forms of Advancement and its complicated so I'll just sblock this in case you or anyone else is interested:</p><h3></h3> <table style='width: 100%'><tr><td>[SPOILER="ADVANCEMENT"]<br /> Levels<br /> <ul> <li data-xf-list-type="ul">Keep track of how many Fate and Persona you have spend (not just earned). When you begin a Town Phase, see if your totals earn you a new level.</li> </ul> <table style='width: 100%'><tr><td>Level</td><td>Fate</td><td>Persona</td></tr><tr><td>1</td><td>0</td><td>0</td></tr><tr><td>2</td><td>3</td><td>3</td></tr><tr><td>3</td><td>7</td><td>6</td></tr><tr><td>4</td><td>13</td><td>9</td></tr><tr><td>5</td><td>19</td><td>12</td></tr></table> <ul> <li data-xf-list-type="ul">Gain the appropriate class benefit for your new level.</li> <li data-xf-list-type="ul">At Level 3, you gain a reputation that adds +1D to Circles in your home town.</li> </ul> Skills, Stats, and Town Stats<br /> <ul> <li data-xf-list-type="ul">Improving a Skill or Stat<ul> <li data-xf-list-type="ul">For every skill and stat, keep a list of Pass and Fail marks.<ul> <li data-xf-list-type="ul">When you test your skill/stat, mark a Pass or Fail depending on the outcome. Some other means, such as the Mentor skill and the Winter Phase can also give marks.</li> <li data-xf-list-type="ul">For a skill/stat of rating N, you advance when you have N Pass marks and N-1 Fail marks.<ul> <li data-xf-list-type="ul">There's no point in tracking more marks of either kind then you need.</li> </ul></li> <li data-xf-list-type="ul">Providing Help doesn't earn marks, unless you spend 1 check. If you do, you earn the kind of mark the primary roller does.</li> <li data-xf-list-type="ul">Advancement happens immediately. Erase all marks for the skill/stat.</li> </ul></li> <li data-xf-list-type="ul">Ob 0 tests don't help you advance.</li> <li data-xf-list-type="ul">Rolls without a distinct Pass/Fail status don't count toward advancement.<ul> <li data-xf-list-type="ul">Disposition rolls in conflicts</li> <li data-xf-list-type="ul">Ties (if you break a tie with a stat, the mark goes to the state)</li> </ul></li> <li data-xf-list-type="ul">You can choose any 1 test from a conflict to mark down, but only 1.</li> <li data-xf-list-type="ul">Special Rules<ul> <li data-xf-list-type="ul">Nature advances based on its maximum rating, not its current, taxed rating. If you are taxed when it increases, gain 1 to both maximum and current rating.</li> <li data-xf-list-type="ul">Might doesn't advance.</li> <li data-xf-list-type="ul">Resources can only be advanced once per Town Phase.</li> </ul></li> </ul></li> <li data-xf-list-type="ul">Learning a New Skill<ul> <li data-xf-list-type="ul">When you use Beginner's Luck with a skill you don't have, add a mark (there is no distinction between Pass and Fail for this) for the skill, not for Health or Will.</li> <li data-xf-list-type="ul">Once you have as many marks as your maximum Nature, you learn the skill with rating 2.</li> </ul></li> <li data-xf-list-type="ul">Mentoring<ul> <li data-xf-list-type="ul">Test Mentor when in town. If successful, you may give your student a passed or failed test for advancement. It’s your choice. Or grant your student a test toward a skill being learned.</li> </ul></li> </ul> [/SPOILER]</td></tr></table><p>[SPOILER="ADVANCEMENT"]</p><p>[/spoiler] [SPOILER="ADVANCEMENT"]</p><p>[/spoiler]</p><p>[SPOILER="ADVANCEMENT"]</p><table style='width: 100%'><tr><td></td></tr></table> <table style='width: 100%'><tr><td></td></tr></table><p>[/SPOILER]</p><table style='width: 100%'><tr><td></td></tr></table><p></p><p>However, it does have End of Session which is essential for gaining Fate and Persona (which you must spend to gain Levels). This is for working toward your Goal, fulfilling your Goal, acting on your Belief, acting against your belief, having a crisis of Creed, Gallows Humor, Teamworker, and MVP.</p><p></p><p>I don't have examples of each of the above, but here is an example of the last 3:</p><p></p><p>Gallows Humor (fate): "I thought elves liked trees (making a wise crack about Awanye burning a fir tree to drive off wolves)" - Jakob</p><p></p><p>Teamworker (persona): Jasper for summoning his rare (and brief) Mage Light (the flickering flame of a candle) when darkness was crowding in and our torchlight waned.</p><p></p><p>MVP (persona): Awanye for helping us all recover from the weight of our injuries and conditions in Camp phase with ancient, elvish spells of healing (Singing).</p><p></p><p>[HR][/HR]</p><p></p><p>I've never experienced the issues you're speaking of. Games have never degenerated due to these approaches to xp. Quite the opposite in fact. Play is deeply dynamic (both gamestate and fiction) for every participant involved (for myself, the GM, especially as I’m constantly responding to dynamic player decisions forcing me to dynamically create new situations in response). Players play thematically boldly, aggressively pursuing their dramatic needs and these things dictate the trajectory of play (in part because it propels their own actions and, in large if not larger part, because these things inform my situation and consequence framing).</p><p></p><p>I'll be starting a new game of Dogs in the Vineyard this week. Characters change as a result of both Fallout (post-conflict advancement and attrition...both short-term and long-term) and Reflection (which is just like these End of Session xp evaluations except they're long term advancement/attrition that players have entire control over).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8838591, member: 6696971"] For reference, here are is a smattering of End of Session xp rewards for some recent games I've GMed (including the Blades game that has been mentioned): [B]BLADES IN THE DARK Beaker XP[/B] — [I]Addressed a challenge with technical skill or mayhem[/I]: Yes. Blew up the guards, made a mess of things with his binding oil, distracted Bluecoats with tweakers. 2 XP — [I]Expressed your beliefs, drives, heritage, or background[/I]: Took himself out with a flashback (belief: take care of your crew). Protected Mistress Kember (and made her a friend). 2 XP — [I]Struggled with issues from your vice or traumas[/I]: Unfortunately, Beaker got reckless after he did the crazy things. 0 XP [B]Tal Rajan XP[/B] • [B]Addressed a challenge with conspiracy or calculation:[/B] Took part in a binding ritual in order to secure arcane aid against the Haloed Ones. Ensured Ghost Faced Killers were on hand to help handle that Scurlock business. [B]2 XP[/B]. • [B]Expressed your beliefs, drives, heritage, or background:[/B] Tal's first instinct when faced with a threat he was not sure how to handle was to turn to House Anixis and bind himself to the demon prince, Ixis. Why not turn to the Ankhayat instead? Tal seems to increasingly seem to use others to do the work for him rather than get his own hands dirty. [B]2 XP.[/B] • [B]Struggled with issues from your vice or traumas:[/B] Tal was quick to order the Bloodguard to murder the stewards in cold blood right in front of the Deathlands Scavengers (Vicious). His use of adherents of She Who Slays in Darkness to help bring down the Haloed Ones nearly led to division in the crew in the middle of the score. [B]2 XP.[/B] 6 XP to Playbook Track. [HR][/HR] [B]STONETOP * Did we learn more about the world or its history? - [/B]Cullen- Yes, we learned about the Hillfolk tribes and a little about Titan Bones[B] * Did we defeat a threat to Stonetop or the region? - [/B]Cullen- No, Gavin and Dap did when they saved Sigard from the seduction of the Darkness Underfoot, but the Hillfolk tribe is still a threat to the Garretts and maybe Stonetop so Cullen and Trys have work yet to do. [B]* Did we improve our standing with our neighbors?- [/B]Cullen- Yes, I think he improved standing with the pilgrims from Marshedge as being fair and honorable. [B]* Did we make a lasting improvement to Stonetop, or tangible progress towards doing so? - [/B]Cullen- No, we made progress toward hopefully saving the Garretts and bringing a family of horse breeders and their horses to the town, but they're still in peril. * [B]Say how your relationship with or opinion of a PC, NPC, or group has changed. If you can, mark XP. [/B]- Trys. Dad is acting weird and I know he's in a process of... seeking redemption. Which is something I want to not interfere with. He did step up to working together on the engineering problem I presented to him. So I think my opinion of my dad is tentatively and cautiously trending up. [B]* How did you demonstrate or struggle with your instinct. If you can, mark XP.[/B] - Dap. His hope was reinforced by everyone pulling together for Stonetop to deal with the rain, and the heroes all acting with kindness and restraint for (the possessed) Lief, even when he didn't earn it. [HR][/HR] [B]TORCHBEARER[/B] This game has several different forms of Advancement and its complicated so I'll just sblock this in case you or anyone else is interested: [HEADING=2][/HEADING] [TABLE] [TR] [TD][SPOILER="ADVANCEMENT"] Levels [LIST] [*]Keep track of how many Fate and Persona you have spend (not just earned). When you begin a Town Phase, see if your totals earn you a new level. [/LIST] [TABLE] [TR] [TD]Level[/TD] [TD]Fate[/TD] [TD]Persona[/TD] [/TR] [TR] [TD]1[/TD] [TD]0[/TD] [TD]0[/TD] [/TR] [TR] [TD]2[/TD] [TD]3[/TD] [TD]3[/TD] [/TR] [TR] [TD]3[/TD] [TD]7[/TD] [TD]6[/TD] [/TR] [TR] [TD]4[/TD] [TD]13[/TD] [TD]9[/TD] [/TR] [TR] [TD]5[/TD] [TD]19[/TD] [TD]12[/TD] [/TR] [/TABLE] [LIST] [*]Gain the appropriate class benefit for your new level. [*]At Level 3, you gain a reputation that adds +1D to Circles in your home town. [/LIST] Skills, Stats, and Town Stats [LIST] [*]Improving a Skill or Stat [LIST] [*]For every skill and stat, keep a list of Pass and Fail marks. [LIST] [*]When you test your skill/stat, mark a Pass or Fail depending on the outcome. Some other means, such as the Mentor skill and the Winter Phase can also give marks. [*]For a skill/stat of rating N, you advance when you have N Pass marks and N-1 Fail marks. [LIST] [*]There's no point in tracking more marks of either kind then you need. [/LIST] [*]Providing Help doesn't earn marks, unless you spend 1 check. If you do, you earn the kind of mark the primary roller does. [*]Advancement happens immediately. Erase all marks for the skill/stat. [/LIST] [*]Ob 0 tests don't help you advance. [*]Rolls without a distinct Pass/Fail status don't count toward advancement. [LIST] [*]Disposition rolls in conflicts [*]Ties (if you break a tie with a stat, the mark goes to the state) [/LIST] [*]You can choose any 1 test from a conflict to mark down, but only 1. [*]Special Rules [LIST] [*]Nature advances based on its maximum rating, not its current, taxed rating. If you are taxed when it increases, gain 1 to both maximum and current rating. [*]Might doesn't advance. [*]Resources can only be advanced once per Town Phase. [/LIST] [/LIST] [*]Learning a New Skill [LIST] [*]When you use Beginner's Luck with a skill you don't have, add a mark (there is no distinction between Pass and Fail for this) for the skill, not for Health or Will. [*]Once you have as many marks as your maximum Nature, you learn the skill with rating 2. [/LIST] [*]Mentoring [LIST] [*]Test Mentor when in town. If successful, you may give your student a passed or failed test for advancement. It’s your choice. Or grant your student a test toward a skill being learned. [/LIST] [/LIST] [/SPOILER][/TD] [/TR] [/TABLE] [SPOILER="ADVANCEMENT"] [/spoiler] [SPOILER="ADVANCEMENT"] [/spoiler] [SPOILER="ADVANCEMENT"] [TABLE] [TR] [TD][/TD] [/TR] [/TABLE] [TABLE] [TR] [TD][/TD] [/TR] [/TABLE] [/SPOILER] [TABLE] [TR] [TD][/TD] [/TR] [/TABLE] However, it does have End of Session which is essential for gaining Fate and Persona (which you must spend to gain Levels). This is for working toward your Goal, fulfilling your Goal, acting on your Belief, acting against your belief, having a crisis of Creed, Gallows Humor, Teamworker, and MVP. I don't have examples of each of the above, but here is an example of the last 3: Gallows Humor (fate): "I thought elves liked trees (making a wise crack about Awanye burning a fir tree to drive off wolves)" - Jakob Teamworker (persona): Jasper for summoning his rare (and brief) Mage Light (the flickering flame of a candle) when darkness was crowding in and our torchlight waned. MVP (persona): Awanye for helping us all recover from the weight of our injuries and conditions in Camp phase with ancient, elvish spells of healing (Singing). [HR][/HR] I've never experienced the issues you're speaking of. Games have never degenerated due to these approaches to xp. Quite the opposite in fact. Play is deeply dynamic (both gamestate and fiction) for every participant involved (for myself, the GM, especially as I’m constantly responding to dynamic player decisions forcing me to dynamically create new situations in response). Players play thematically boldly, aggressively pursuing their dramatic needs and these things dictate the trajectory of play (in part because it propels their own actions and, in large if not larger part, because these things inform my situation and consequence framing). I'll be starting a new game of Dogs in the Vineyard this week. Characters change as a result of both Fallout (post-conflict advancement and attrition...both short-term and long-term) and Reflection (which is just like these End of Session xp evaluations except they're long term advancement/attrition that players have entire control over). [/QUOTE]
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