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Old 11-08-2013, 10:37 AM   #11
Brandy
 
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Default Re: Group experience

Actually, now that I see what I wrote, I didn't even really mean "transfer". I really meant "spend".

In-game, if Leo Lightfoot is constantly annoyed at how Tirion Thunderstep keeps giving them away in stealth situations, the player might say that his character is going to teach Tirion how to move more quietly, even if it kills him. Leo's player could then spend a point to buy the Stealth skill for Tirion (with the permission of Tirion's player, I would think).
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Old 11-08-2013, 10:38 AM   #12
vicky_molokh
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Default Re: Group experience

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Originally Posted by Langy View Post
A different way to do 'group experience' would be to give individuals their own CP, but then also award CP (and money) to the group itself - not to be divided among people, but to purchase things for the group almost as if it were a character.

For example, the group could have its own reputation, wealth, assets, and most other social traits.
Oh, group money exists in the campaign I play in right now, though mostly this results in an even split.
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Old 11-08-2013, 10:44 AM   #13
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Originally Posted by Langy View Post
A different way to do 'group experience' would be to give individuals their own CP, but then also award CP (and money) to the group itself - not to be divided among people, but to purchase things for the group almost as if it were a character.

For example, the group could have its own reputation, wealth, assets, and most other social traits.
Very interesting idea, but much more complex than what I had in mind. I think it would require special mechanics as well as scenarios written with this aspect in mind, to get the most out of it. Now that I think of it, isn't there something a bit like that in Ars Magica ?
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Old 11-08-2013, 10:50 AM   #14
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Default Re: Group experience

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Very interesting idea, but much more complex than what I had in mind. I think it would require special mechanics as well as scenarios written with this aspect in mind, to get the most out of it. Now that I think of it, isn't there something a bit like that in Ars Magica ?
The most easy variant of 'whole-group wealth' campaign/scenario would be one where the party owns a base/ship and uses it to facilitate adventures.
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Old 11-08-2013, 11:09 AM   #15
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The most easy variant of 'whole-group wealth' campaign/scenario would be one where the party owns a base/ship and uses it to facilitate adventures.
Hmm, yes, absolutely. Points could also be spent to get contacts, information, etc. between scenarios. I will definitely look into that.
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Old 11-08-2013, 02:23 PM   #16
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Default Re: Group experience

In my campaigns, the individual gets experience from the GM AND the group gets experience. I also have a rule that if the group sees an action taken by an individual or two that they thought was above and beyond or heroic or self sacrificing, they can give up one or two group points for that individual. Most "events" have a point value to them and I keep track of them overall.

During one campaign, the group decided to skip an entire town, even though they needed healing and supplies. It cost them about 10 points each, but they decided it was safer outside town than inside (and they were right). When they learned the truth, they asked to give ALL the group points to the psychic.
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Old 11-08-2013, 02:30 PM   #17
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Default Re: Group experience

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Originally Posted by TheDruidBear View Post
In my campaigns, the individual gets experience from the GM AND the group gets experience. I also have a rule that if the group sees an action taken by an individual or two that they thought was above and beyond or heroic or self sacrificing, they can give up one or two group points for that individual. Most "events" have a point value to them and I keep track of them overall.
You know, one way to do this would be with a variant on the Named Objects perk in GURPS Fantasy (and now in the relevant Power-Ups volume). Once you name the group, and every member spends a point on the perk, the group gains experience as its members do. Though since the experience will benefit all the members, it might be better to divide each member's experience by the number of members. In effect, the group would then be a "named object."

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Old 11-08-2013, 04:27 PM   #18
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Default Re: Group experience

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The most easy variant of 'whole-group wealth' campaign/scenario would be one where the party owns a base/ship and uses it to facilitate adventures.
Yeah; the idea I had was with the group collectively owning a business and using that to facilitate adventures.

(the business being a mixture of a private merc company or private detectives agency in my current campaign)
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Old 11-08-2013, 04:39 PM   #19
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Yeah; the idea I had was with the group collectively owning a business and using that to facilitate adventures.

(the business being a mixture of a private merc company or private detectives agency in my current campaign)
In Clancy's THS game, the party members own (in various fractions) a shuttle, a small space station, and stuff on the station. It generates income and allows some other neatness.

In my campaign, I decided to keep the 'XComness' off-screen most of the time. The base on which they're situated does get upgraded slightly over time, but they aren't the ones managing it; they don't know what costs how much etc. But the fact that the team has two shuttles is probably slightly suboptimal compared to two pilots joining funds and getting one bigger/better shuttle.
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Old 11-08-2013, 05:50 PM   #20
Peter V. Dell'Orto
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Default Re: Group experience

I know if I did this, my players would divide it all evenly. I let my players pass out a +1 XP MVP bonus every session, and some sessions they even decide no one earned it, or give it to an especially amusing or successful NPC. Giving them the whole pool of points would just mean I'm totaling it up and they are dividing it out.

This is why I pass out the same XP to everyone in the group these days. It's just easier on everyone.

I suspect if you have a cooperative group, this is what will happen.
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