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XP: How Do You Like To Earn It?
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<blockquote data-quote="payn" data-source="post: 9803761" data-attributes="member: 90374"><p>Zard is often an enigma to me. Though, milestone purpose isnt all about keeping characters the same level. It is also about removing a focus (which my players were entirely obnoxious about) on XP earning activities instead of engaging the narrative organically or in a way that interested the players.</p><p></p><p>A few examples;</p><p></p><p>GM: (every time I mention there is a door anywhere)</p><p>Players: OHHHHHHHHH IS IT LOCKED AND CAN WE PICK IT FOR XP!?</p><p></p><p>GM: "Bats fly out of a cave as you peer inside of it." (simple flavor and atmosphere setting notion)</p><p>Players: OHHHHHHH CAN WE SHOOT BOWS AT THE BATS AND CAST MAGIC MISSILE ON THEM FOR XP!?</p><p></p><p>GM: There is a fork in the road. A path that winds to the left with footprints of a beast you have been chasing, and a path that winds to the right.</p><p>Players: THE RIGHT PATH IS JUST EXTRA XP BUT WE PROBABLY NEED IT TO LEVEL FOR THE BEAST WE ARE CHASING. (actual discussion at table)</p><p></p><p>I could go on and on but I dislike the things above. It felt more like the players wanted to sniff out XP then to actually engage the narrative and setting. Everything was like a carnival shooting gallery and the GM expected to be a screaming carny with cheap prizes everytime they tossed a dart into a balloon.</p></blockquote><p></p>
[QUOTE="payn, post: 9803761, member: 90374"] Zard is often an enigma to me. Though, milestone purpose isnt all about keeping characters the same level. It is also about removing a focus (which my players were entirely obnoxious about) on XP earning activities instead of engaging the narrative organically or in a way that interested the players. A few examples; GM: (every time I mention there is a door anywhere) Players: OHHHHHHHHH IS IT LOCKED AND CAN WE PICK IT FOR XP!? GM: "Bats fly out of a cave as you peer inside of it." (simple flavor and atmosphere setting notion) Players: OHHHHHHH CAN WE SHOOT BOWS AT THE BATS AND CAST MAGIC MISSILE ON THEM FOR XP!? GM: There is a fork in the road. A path that winds to the left with footprints of a beast you have been chasing, and a path that winds to the right. Players: THE RIGHT PATH IS JUST EXTRA XP BUT WE PROBABLY NEED IT TO LEVEL FOR THE BEAST WE ARE CHASING. (actual discussion at table) I could go on and on but I dislike the things above. It felt more like the players wanted to sniff out XP then to actually engage the narrative and setting. Everything was like a carnival shooting gallery and the GM expected to be a screaming carny with cheap prizes everytime they tossed a dart into a balloon. [/QUOTE]
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