tag:blogger.com,1999:blog-20485732.post2259978513224873770..comments2023-10-23T14:43:44.674-05:00Comments on In Like Flynn: Stellar Quest: Thoughts on Experience...Flynnhttp://www.blogger.com/profile/05661073420680953560noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-20485732.post-25382096047648191072010-05-16T18:56:42.632-05:002010-05-16T18:56:42.632-05:00Hey, I actually like the idea a lot. It's simi...Hey, I actually like the idea a lot. It's similar to the advancement I am using in a freeform adventuring roleplaying game I'm working on now. I think I like these types of ideas more than the straight experience-for-kills and/or -gold method.<br /><br />For my system:<br />+1 exp for sitting down to play<br />+1 exp for a particularly good session, be it several hours of dungeon crawling with everyone paying attention or a shorter session with good RPing. Up to group and referee<br />+1 additional exp for completing a milestone (adventure, big level of a dungeon, whatever)<br /><br />With this system, the group usually earns a very minor reward at the end of every good session, or every two mediocre sessions. It seems to keep the pace fairly well: rewards make the players feel like they are accomplishing something, but it never feels like they're overpowered because a big improvement (raising a stat) should take about a month of in play time.<br /><br />I'll probably blog about this on my own site eventually, but just wanted to say that I like and agree with what you've got going on here. Looking forward to hearing more about Stellar Quest.Fred Vincyhttp://adventurematerials.wordpress.comnoreply@blogger.com