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#51 |
Join Date: Aug 2004
Location: Denver, Colorado
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I usually give out three points for a 6-hour session in which the players actually focused on the game.
If they screwed around, a lot, and didn't get much done, I'll give out two points. If the session was pretty action-packed, or involved some really smart decisions around intrigue and skullduggery that moved the campaign forward nicely, I'll give out four points. I try to follow my friend Andy Patterson's general rule for GMs, and that is that slow growth is best. That way, everybody is always getting something, or making progress toward a long-term goal, but nobody gets everything they want. So, they have to make meaningful choices about character growth.
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-- MXLP:9 [JD=1, DK=1, DM-M=1, M(FAW)=1, SS=2, Nym=1 (nose coffee), sj=1 (nose cocoa), Maz=1] "Some days, I just don't know what to think." -Daryl Dixon. |
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#52 |
Banned
Join Date: Aug 2004
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If I wanted an old school zero-to-hero, d&d feel, I'd start with 25 points and give out 15 points per session.
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#53 |
Join Date: Aug 2004
Location: Tokyo, Japan
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I run DFRPG, and hand out 5 points per game day. The game day typically lasts 4 to 6 hours to explore 1 published dungeon. If the adventure lists extra points for some special achievement, I will give that out too.
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Preparing an Infinite Worlds campaign. |
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