In a long-running campaign, where Players control the same Actors over a period of time, it is rewarding psychologically, and thematically to the story unfolding in the game that Actors evolve over time. Although Actor Advancement is a Core Rule, it is optional, because if your group is just playing a one-shot Scenario for the evening, or just test playing the game rules, the fact that the Actors involved advanced afterward may be unimportant. But if you are running a persistent campaign, it is recommended that the GM award Experience Points (XP).
Actors are awarded 1 XP per Conflict in which they prevail. The GM should confirm whether or not they have prevailed in the Conflict if it is ambiguous. For example: if opponents were defeated by elimination (e.g. a group of goblins were all killed by the player Actors), it is obvious and players should just add +1 XP to their Actor Sheet without the need for the GM to say anything. Other times, it may be less obvious, and the GM should clarify if XP was awarded or not.
Example:
The outcome of a Conflict where the PC's were trying to haggle with a merchant could have been that one Actor ended up Playing Body Aspect (physically assaulting the merchant), the guards showed up, were defeated, the merchant was robbed, and the PC's fled… Did the PC's prevail? That depends on what the GM considers as the success criteria for the Conflict and is completely subjective to the GM.
When the determination of whether or not the PC's have prevailed in a Conflict is ambiguous, the GM should adjudicate by considering A) what are the Actor personalities, B) what are the objectives of the current Scene, Scenario, or Adventure?
For example, if in the above Scene with the merchant, the Actors were all bad guys (aka “evil”), maybe assaulting merchants and guards is how they get things done, “what's the problem?” Maybe the GM awards +1 XP for the Conflict. On the other hand, even if they are bad guys, if the objective of the Scenario was to infiltrate the city unnoticed to tail an important nobleman, then assaulting guards and merchants is a fail.
The formula for Actor Advancement is:
XP * Multiplier = 1 Build Point Award
The simplest way of running a Core Rules game is to set Multiplier defaults to 1. That means that after each successful Conflict a Player adds 1 Build Point to their Build Budget, and they can allocate their Build Points accordingly after each Conflict. That is great if the game is a one-nighter to see how far the Player Actors can advance in one night, but may be disadvantageous if the GM's goal is to facilitate a long-running campaign where PC Actors evolve and advance over years in real life, because, after the introductory adventure, they are all already god-level entities…
The GM must set an XP Multiplier that is right for the type of game the group intends to play. Remember that the Dominance rules suggest a 33% chance of success between two equally matched opponents in any given Conflict (rock-paper-scissors), so the GM should not assume every Conflict will be successful when choosing their XP Multiplier. Here are some guidelines based on the Game Time that the group has agreed upon:
Work in progess… Test play needed to validate the statements above. The game designers neither aknowledge nor endorse the statements of the above author. Who, incidentally, is the same person as the game designer, and therefore we divide by zero, the universe implodes in a cosmic paradox, and we need to recreate it before game design can continue…
The GM is encouraged to fine tune the XP Multiplier that is right for their game, and any number is possible that works for your game advancement pace: 2, 0.5, 0.05, etc.
Rule of Thumb
GM: consider how many Conflicts you want your Players to win to gain 1 Build Point. Also consider that in D&D terms, a 1st level character has 27 build points, a 2nd level character has 36 BP, a 3rd level character has 45 BP, and so on (+9 BP = 1 Rank or “level”). So, if you want your Rank 1 Player Actors to gain 1 Rank after the introductory adventure that consists of an estimated 10 successful Conflicts (opposed actions, 1+ Hands), you should set XP Multiplier to 0.9.