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exp_and_bennies

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I'm intending on focusing on prepared adventures rather than sand boxing this time around. I think I want to write in conditions for getting bonus bennies during play.

Example, if you have to choose between chasing bad guys and saving civilians, you get a Bennie for saving the civilian. If you get a true lead and a false one, you get a Bennie for figuring out which is true.

I think they should be prearranged, or else it becomes, you get a Bennie if the GM likes you.

For XP, it should be on a standard scale:

1 XP, you show, mission fails 2XP, you show, mission succeeds 3XP, you show, mission succeeds, special bonus victory condition met (must be set up by GM ahead of time, or it becomes 3 always).

Maybe we don't do Bennies into XP, use it or lose it, but you can use Bennies to let your NPCs soak wounds?

I'm not a big fan of bennies to XP because I believe bennies are there to make the game more fun by giving players a way to take control of the story in their own small way. If bennies turn into XP, there is much more of an incentive to hoard them.

Agreed–simply use them or lose them on bennies. (I believe the NPC soak thing is an Edge you can take anyway)

exp_and_bennies.1477576468.txt.gz · Last modified: 2018/03/04 13:16 (external edit)