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worfbacca Lieutenant Commander
Joined: 31 Oct 2003 Posts: 105
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Posted: Sun Nov 13, 2022 6:43 pm Post subject: Adventures, rewards, upgrades how often? |
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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. _________________ "That was left handed!" |
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Dr. Bidlo Commander
Joined: 24 Nov 2021 Posts: 440 Location: Arizona, USA
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Posted: Sun Nov 13, 2022 8:15 pm Post subject: |
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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 Commander
Joined: 20 Jul 2021 Posts: 430
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Posted: Mon Nov 14, 2022 1:22 am Post subject: |
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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! _________________ SW Fan, Gamer, Comic, Corporate nerd.
Working on massive House Rules document - pretty much a new book. Will post soon.... |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4849
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Posted: Thu Nov 17, 2022 3:44 pm Post subject: |
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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. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14172 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Nov 17, 2022 4:16 pm Post subject: |
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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... _________________ Confucious sayeth, don't wash cat while drunk! |
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FVBonura Sub-Lieutenant
Joined: 24 Nov 2005 Posts: 53 Location: Central PA
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Posted: Fri Nov 01, 2024 10:01 am Post subject: |
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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. _________________ http://deckplans.00sf.com
http://deckplans.00sf.com/Research/Prequel.html |
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