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Review My XP Policy


Super Squirrel

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I want some feedback for my XP System I will be using for my Teen Champions game.

Overview

1 XP for showing up.

+1 XP for a difficult session.

+1 XP for completing a semester.

+1 XP for completing a story arc.

+1 XP for good roleplay.

1 Team XP.

+1 Team XP for excellent roleplay as a team.

Up to +1 "Extra" XP.

 

Team XP

Team Xp goes towards the team's resource pool. The resource pool is not used during the first Semester of school. However, as this is something that is used to throughout the entire Teen Champions campaign and carries over to the Champions campaign upon graduation, it is highly encouraged you try to constantly roleplay as a team. 1 XP in a resource pool = 5 points towards your base, vehicles, and temporary equipment. At 2 XP a game, think of what your team base might look like after 20 game sessions.

 

"Extra" XP System

This campaign will require characters to have and improve non-powers. Rather than require you spend XP toward skills, perks, contacts, and the like I'll be using a system where you can improve these through roleplay during the game.

 

At the start of the game, write down at least two non-powers you want to improve. This is to help remind you later in the game if you haven't brought up that skill and as a way for me to keep track of you improving a skill. I might forget to write it down and having something in writing helps me make sure you get the points.

 

Skills

The process to improve skills by means of roleplay is fairly simple. There are two types of skills, skills that you can foresee coming up in a game and skills that you cannot foresee coming up. In the case of the latter, take a moment in game and declare how you are using/practicing/learning the skill. Be sure to try and add detail into it. I may expand on the roleplay and make a scene. I might also find a way to use that skill in the current or following game. For skills that you do foresee coming up in game, just be sure to make the use of the skill a bit more of a spectacle. Don't just declare an action, give detail.

 

SS: Biology Example: "I'm going to speak to my biology teacher about the latest homework and see if I can get him to explain in more depth some of the elements we discussed in class."

 

Acrobatics Example: "I'm going to try and do a flip off of the escape ladder and land on the mugger's shoulder and use my hands to cover his eyes."

 

Remember that just because you make a declaration doesn't mean it counts. I'll want to expand on something in most situations so be prepared to roleplay the scene out.

 

A roleplaying event is roughly worth .5 XP. This makes SS and KS skills quicker to improve than 3/2 Skills. And remember that you can use normal experience to help improve these skills as well but check with me before hand.

 

Perks and Contacts

Contacts are pretty straightforward. You need to be prepared to roleplay with them a lot. You need to establish, in character, about trying to get in touch with the character in the future. This may require something as simple as asking for the cellphone or it may require getting them to confess how they can be reached if they are a more subtle contact.

 

Existing NPCs are a little easier to establish than newer contacts. If you want and arms dealer for a contact, I'll need to create one for you. But to get the contact, you first have to meet the person and that may be easier said than done depending on the type of contact you are seeking.

 

Remember that some contacts cost more points than others. All contacts start at an 8- which is worth 1 XP point. If you have an FBI Agent for a contact, it will require far more roleplay to get to an 11- than it would to get a Street Cop to an 11-.

 

Perks will depend entirely on the nature of the perk in question. A perk is worth the same XP rate per session as other things one might buy for their character. However, perks may take longer before they are available. Just because you have roleplayed gaining deep cover enough to get the points doesn't mean it has been fully established and created. This will depend entirely on the type of perk you are trying to gain.

 

Roleplaying to gain a contact is also roughly worth .5 XP per roleplaying session.

 

In Summary

This system will help build your skills, perks, and contacts at the rate of 1 XP per session. If this system proves successful and adds to the game, I may expand this to 3 or 4 "improvements" per session. Also, because you are learning experience points, if you have things such as Linguist on your character sheet, you can improve faster than you would normal. In fact, you can buy Linguist or the equivalent without having learned a second language yet and can learn the extra languages within game sessions.

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Re: Review My XP Policy

 

A semester is 6 game sessions long. There are only a couple of long story-arcs (which is what that bonus for). Those story-arcs are 2 or maybe 3 game sessions long.

 

4 semesters + 4 story arcs = 8 XP

2 summer semesters + 2 summer semester story arcs = 4 XP

36 total game sessions = 36 XP

~12 difficult games = 12 XP

60 minimum XP from start to graduation.

There is a potential of 36 XP from the "extra" system and 36 XP from good roleplaying.

 

Total potential XP: 132

 

That is a pretty decent number to turn a Teen Champion to a full fledged Superhero.

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Re: Review My XP Policy

 

Had a GM once who had a similar list.

 

1 XP for bringing food

+1 XP for bringing Jolt or Mountain Dew.

+1 XP for bringing Pringles.

+1 XP for bringing comics.

-2 XP for black licorice.

1 Pizza XP.

+1 Pizza XP for extra toppings.

Up to +1 "Extra" XP.

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Re: Review My XP Policy

 

My Paul Revere High game runs like this. (And every game I run also)

 

Use the rules straight out of the book.

 

If you follow the numbers, they should get about 32 XP for 16 4 hour sessions.

 

Of course, that game runs like Veronica Mars on Superhero Crack, but it's SUPPOSED to.

 

I actually can't believe they're almost to the point where I can drop the villain's soliloquy on them for the first arc and they'll sit there and say...I should have seen it coming.

 

That's the best part of the whole thing, always...

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Re: Review My XP Policy

 

My advice on your XP policy is this.

 

Don't upgrade to Vista or buy a Vista as a new edition until Microsoft debug it

I thankfully can get my copies of Vista Ultimate edition and Office 2007 for $20 a piece (legit copies). I'll be installing them on my first system this week (but I have to reformat and reinstall anyways, so that's why I'm trying Vista)

 

TB

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Re: Review My XP Policy

 

My advice on your XP policy is this.

 

Don't upgrade to Vista or buy a Vista as a new edition until Microsoft debug it

The online comic strip User Friendly had an interesting bit on Vista this past Sunday:

 

http://ars.userfriendly.org/cartoons/?id=20070617

 

Summary: "Thanks for Vista! It makes us look so good!" Signed, the Ubuntu Linux guys

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