Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| extensions:structural:advancement [2026/01/23 09:20] – removed - external edit (Unknown date) 127.0.0.1 | extensions:structural:advancement [2026/01/23 09:20] (current) – job | ||
|---|---|---|---|
| Line 1: | Line 1: | ||
| + | ====== Actor Advancement ====== | ||
| + | |||
| + | In a long-running campaign, where Players control the same Actors over a period of time, it is rewarding psychologically, | ||
| + | |||
| + | ===== 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. | ||
| + | |||
| + | <WRAP center round tip 100%> | ||
| + | **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. | ||
| + | </ | ||
| + | |||
| + | |||
| + | ===== XP Award Success Criteria (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, | ||
| + | |||
| + | For example, if in the above Scene with the merchant, the Actors were all bad guys (aka " | ||
| + | |||
| + | * **GM** — you win credibility by being impartial and considering a variety of factors. | ||
| + | * **Players** — you may have a different rationale than the GM. Too bad. Their adjudication is final, and RPG's are not a democracy. You win by learning how your GM thinks, and using that to your advantage... | ||
| + | |||
| + | ===== XP Multiplier (GM) ===== | ||
| + | The formula for Actor Advancement is: | ||
| + | |||
| + | **XP * Multiplier = 1 Build Point Award** | ||
| + | |||
| + | The simplest way of running a Core Rules game is to set **// | ||
| + | |||
| + | The GM must set an **XP Multiplier** that is right for the type of game the group intends to play. Remember that the [[core: | ||
| + | |||
| + | * **Multiplier=1 (1 XP=1 BP)** --the **// | ||
| + | * **Multiplier= 0.1 (10 XP = 1 BP)** -- This is suitable for **[[core: | ||
| + | * **Multiplier= 0.01 (100 XP = 1 BP)** -- This is a glacial pace, suitable for a masochistic GM, where the game will consist of multiple Adventures (each consisting of multiple Scenarios, that consist of multiple Scenes (Conflicts)). Players must win 100 Conflicts to gain 1 BP, and 9 BP are needed to increase 1 Rank (900 successful Conflicts = 1 Rank). | ||
| + | |||
| + | <WRAP center round alert 100%> | ||
| + | Work in progess... Test play needed to validate the statements above. | ||
| + | </ | ||
| + | |||
| + | |||
| + | 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. | ||
| + | <WRAP center round tip 100%> | ||
| + | **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 " | ||
| + | </ | ||
