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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: 441
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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: 4853
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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: 14212 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 Lieutenant Commander
Joined: 24 Nov 2005 Posts: 137 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. _________________ Star Wars Deckplans Alliance
Star Wars Prequel Commentary |
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2286 Location: Seattle, WA
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Posted: Wed Nov 20, 2024 5:54 pm Post subject: |
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We don't play anywhere near as often as we once did, but the campaign is a long one (over 12 years now). We only get a couple of games in a year.
I compiled this list (below) based on what is spelled out in 2R&E, and that's what I use. My characters get into character and roll play well, so they end up easily getting 15 CPs per adventure (which might take a couple of 4-5 hour sessions). My highest CP character in the party has earned 257 over the course of the campaign, though the last few sessions he has spent more than he has earned staying alive.
Awarding Character Points – Star Wars d6
3-15 Character Points per Adventure
The average Adventure spans two nights of gaming, or 4 to 5 fairly long Episodes
How did the players/characters do? (Well: 6-8, Poorly: 3-4)
• Solved puzzles
• Came up with great solutions
• Made sure everyone had fun
How did each individual player do? (2-3)
• Very clever
• Went out of their way to make the game fun
Did they cooperate? (2-4)
• Worked well as a team
• 0 if the players argued
Did they play in character? (Well: 6-8, Poorly: 3-4)
• Roleplayed well
• 0 if they didn’t roleplay at all
Did everyone have fun? (3-4)
• All? (including the GM?)
• 0 if difficult or not trying to get into the spirit of things _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
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pakman Commander
Joined: 20 Jul 2021 Posts: 441
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Posted: Wed Nov 20, 2024 11:50 pm Post subject: |
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DougRed4 wrote: | We don't play anywhere near as often as we once did, but the campaign is a long one (over 12 years now). We only get a couple of games in a year.
I compiled this list (below) based on what is spelled out in 2R&E, and that's what I use. My characters get into character and roll play well, so they end up easily getting 15 CPs per adventure (which might take a couple of 4-5 hour sessions).
SNIP |
Interesting - thanks for sharing.
I used to give out varying levels of rewards based on very similar factors - but I found that remembering every occurrence got difficult or just felt like I was micro tracking.
I do believe the factors you mention are good however.
My current solution (for our current star wars game, and last DND game - we play a lot) is this;
Experience Points
All players get the exact same points per the adventure - based on the overall challenge and number of sessions - usually about 12-16 points.
Side note - these points are ONLY for character advancement - that way - it is consistent and I can use it as a scale for character power levels (like an 80 point character, etc.).
As far as playing rewards (very similar to your list) I give out what I call "hero dice" during the session. These are basically character points (spend a die) that are used during the session.
I start the session with a shared pool (2 per player that night) and give out extras based on play.
I find this rewarding of good play (roleplaying, fun, clever ideas, great participation, etc.) works out well - and the fact they expire at the end of the session encourages cinematic play.
I run pretty challenging encounters - and this overall has worked out well.
(bosses and major NPCs get them as well - it adds tension to significant plot encounters).
Again, love your list - just implement the concept in a slightly different way.
thanks for sharing. _________________ SW Fan, Gamer, Comic, Corporate nerd.
Working on massive House Rules document - pretty much a new book. Will post soon.... |
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FVBonura Lieutenant Commander
Joined: 24 Nov 2005 Posts: 137 Location: Central PA
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Posted: Thu Nov 21, 2024 12:38 am Post subject: |
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Also I do Half Character Points. If the player does something good but not quite enough to impress me, I may give 1/2 CP. A half can not be used but if the player does something good later in the game and it too was not spectacular just good I give them another 1/2. _________________ Star Wars Deckplans Alliance
Star Wars Prequel Commentary |
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