User Tools

Site Tools


exp_and_bennies

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
exp_and_bennies [2016/10/27 06:54]
dave
exp_and_bennies [2018/03/04 05:23] (current)
Line 1: Line 1:
-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.+ Page is moot
  
-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. +See:  House Rules
  
-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.txt · Last modified: 2018/03/04 05:23 (external edit)