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Adventures, rewards, upgrades how often?
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worfbacca
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Joined: 31 Oct 2003
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PostPosted: Sun Nov 13, 2022 6:43 pm    Post subject: Adventures, rewards, upgrades how often? Reply with quote

I tend to run an adventure 6-12 sessions (2 hour sessions - one a week) this brings it to about 4-8 adventures a year. At the end of each adventure is the rewards and upgrade component. What about everyone else? I like the 4-8 upgrade sessions a year for slow character growth. I don’t want my players to go from zero to hero to quickly.
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Dr. Bidlo
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Joined: 24 Nov 2021
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Location: Arizona, USA

PostPosted: Sun Nov 13, 2022 8:15 pm    Post subject: Reply with quote

I am not really sure about the number of upgrades or upgrade sessions, but my sessions tend to last 3-5 hours each and adventures typically take 2-3 sessions if they are very tactical (which they often ate). I also have story and roleplaying heavy sessions that also run 3-5 hours, but tend to take only one session to complete. I think on average I play 1 to 2 sessions a month.

My players are able to upgrade skills in a game session because of a house rule I use, but general upgrades are usually only allowed between adventures. Sometimes I throw the right from one adventure to another with no times for skill increases and upgrades, though.

I don't worry too much about the players getting overpowered because I can always bring into play areas whete they are weak if I need to level the playing field, or take away the technology that makes them so powerful with their skills.


Last edited by Dr. Bidlo on Mon Nov 14, 2022 2:43 pm; edited 1 time in total
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pakman
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Joined: 20 Jul 2021
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PostPosted: Mon Nov 14, 2022 1:22 am    Post subject: Reply with quote

The character advancements in my game are based upon reaching a story milestone in the current adventure.

if it is a short adventure, it could be the end - for a longer adventure - it could be at the end of a major plot point.

I would say this is about every 4-8 sessions as well.
(we go slow, not just for zero to hero - but most of our games last years, and d6 gets a bit ...wonky...at high die codes).

My group has used "milestone" based experience for about a decade (or more? dang...) - in both star wars and in other games (have a DND 5E game using it, which is nearing the end). We like it and it works for us.

We use some slightly modified rules for CP, bonus dice etc. but those are mostly independent upon how often we get rewards.

To each their own!
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cheshire
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Joined: 04 Jan 2004
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PostPosted: Thu Nov 17, 2022 3:44 pm    Post subject: Reply with quote

I would usually game every other week to once a month, and the players got 7-10 CP either every or every other session. I also kept the need for a skill base pretty broad so that they didn't leap completely over opposition.

For some reason that type of growth got more unmanageable in my D6 Fantasy game than it did in Star Wars, but that may have been because there was a less diverse set of skills they were leaning on.

So, I think I'm on the faster progression side of the spectrum.
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garhkal
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Joined: 17 Jul 2005
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PostPosted: Thu Nov 17, 2022 4:16 pm    Post subject: Reply with quote

Since i've been in campaigns, where 7-10cp were awarded per session or adventure, i tend to be much more on the LESS side of house...
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FVBonura
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Joined: 24 Nov 2005
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Location: Central PA

PostPosted: Fri Nov 01, 2024 10:01 am    Post subject: Reply with quote

I run monthly games on the third Saturday of the month. We play from 6pm to 10pm plus or minus. I try to end on a cliffhanger when I can.

Scenarios happen when they organically happen. I prefer to overlap scenarios so before the present scenario is over seeds of 1-3 new scenarios are already unfolding. I learned this trick from the show "Dark Matter".

As I said in another thread. I don't give out Character Points and Force Points at the end of the game, I give them out when the player does something good instantly. This tends to reinforce and reward good behavior better. Also I have seen my share of GMs and players who can't remember all the things they did worthy of points at the end of a session so this strategy prevents that. I almost always give only 1CP for a good action. The less you give, the more often you can give it.
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