How much xp do you award?

By robmox, in Game Masters

My group just started our first custom campaign, and the premades all say when and how much xp to give. Last session was 6 hours (for comparison, we completed the beginner box in 6 hours before that). My group survived several tough encounters, two races, a bar they were in was exploded, they traded on the local black market, stole a cyberarm for a character that was caught in the explosion, and smuggled 24 refugees off an inner rim territory. This, to me, seems like a pretty dense encounter, how much xp would you award the group?

Also, how do you determine how much xp to award? Number of encounters, difficulty, time?

Edited by robmox

I award the recommended 15 per session for my bi-weekly group. If there is some particularly awesome roleplay or if they wrap up a story milestone I'll award 20.

Is that recommended 15 per session in the CRB? Because I couldn't find it anywhere.

In my last game, I awarded 15 XP/session. In my current game, everybody started with experienced (starting XP + 400 XP) "veteran" characters and I award 10 XP/session.

I also typically award 15xp as well for each adventure, with 20 for the end of a major plot arc.

In their most recent session, they successfully impersonated imperial officers and stormtroopers, convinced the pilots of a lambda shuttle they were replacement crew, and used it to infiltrate an imperial naval facility and free 30+ prisoners, all without raising the alarm, so I gave them all 25 points (I figured it was enough to upgrade some skills or buy 1-2 nice talents).

Our sessions usually last around 4 hours, we've been playing for over a year now and I've probably awarded around 400xp in around 25 sessions.

Edited by Blue Dog

@robmox pg 301 "Awarding Experience"

I'm giving out 20 for about 2 hot hours of play every other week. It's short and sweet but this group of heroes never fails to impress and entertain.

[edit] Seems like I'm Santa Claus with my experience awards!

Edited by themensch

I've been giving 10/session for our weekly ~2 hour sessions. I'll probably upgrade it soon to 15/session.

I give 5xp per "challenge," whether that be combat, social, or whatnot. I got that from the book's recommendation of 10xp for 2–3 encounters.

+5xp for completing a major objective

+5xp if the player can point to something the character did to pursue their motivation

I follow the guidelines that the developers said during an Order 66 podcast that seems to work pretty well. 5 XP for every hour of solid gaming. Just figure out the ratio of goofing/chatter to game play and award appropriately.

Of course, that doesn't include bonus XP for motivations and other set awards.

I usually give 10-15 depending on the difficulty of the session, plus olayers can accumulate up to 5 extra points per session by collecting nominations from others in the group. It encourages more roleplaying and creative thinking, plus it helps keep the players head in the game. Background:These originally started in our group as "humor points", later to be renamed "style points" that we added to our World of Darkness games and were traded in for xp at a 5:1 ratio.

I run with a base award of 5xp per hour of actual play. In my 4-hour weekly game that usually amounts to about 3.5 hours of play. On top of that I add individual awards for exceptional contributions and group awards for completing/resolving major goals/objectives/complications.

I offer the group as many as 4 jobs to perform at a time. Each one has a proposed XP award based on how difficult and stressful the job will be for them to complete (Typically between 15 and 30) . I also suggest to them that they derail the story because of their Motivataions. If they do, they earn the group an additional 5 XP.

I usually do 15 per adventure, but I'm thinking of adding 5-10 optional bonus xp in future games...

I try to give out about 10/xp per 3 encounters. I am rather stingy with rewards and XP

We usually give out 10, but sometimes go up to 15.

I'm kind of stingy with XP. I don't really do it per session, usually more per short arc, and I usually do 25-30 for an arc that can span 2-4 4 hour sessions. I'm a little more generous with roleplaying XP though, which I think makes up for it a little bit. I like keeping my players hungry.

My co-GM Venthrac and I decided to award 10 XP per session in an episode, except for the last session in an episode, which gets 15 XP. Our episodes run 4-5 sessions with each session lasting about 3 hours. We play roughly three times a month. It's worked out great so far.

We play once a week for two to three hours. It's never enough, but there you go.

I award XP in blocks of 5, and I decide how much based on what happened in the session. Did they move the plot along? Did they make any amazing discoveries? Did they have a combat encounter and how exciting was it? How creative were they in general? Were there any epic moments of gaming greatness? All of these things govern my decision.

In the end, I have given as little as 5XP and as much as 20. I rarely single out individuals for bonus XP, and instead award the group a bit extra and make note of it. "Because Jeb did thing X and rocked it for the group's benefit, an extra 5 for everyone!" Especially if it was a moment that got the group's juices flowing for subsequent actions/ideas/decisions.

I rarely single out individuals for bonus XP, and instead award the group a bit extra and make note of it. "Because Jeb did thing X and rocked it for the group's benefit, an extra 5 for everyone!" Especially if it was a moment that got the group's juices flowing for subsequent actions/ideas/decisions.

Ooh... I really like that idea.

i gave a crap load last night. the trader got i think like 35....he was the big winner.

We play weekly for about 5 - 6 hours per session. I give 20 or 25 XP. I give 40 for closing a scenario.

I give XP like candy. I've never met a player that didn't love getting a big fat reward and spending it. It's an almost tactile part of gaming, where meta player desires bleed all over the character. If the act of rolling dice is an exercise in pure drama and gambling, then receiving and spending XP is like doing cocaine and buying yourself presents.

I'm pretty stingy with handing out credits, but I generally am generous with XP. So far it hasn't been a huge problem with the the tone of the game I'm currently running, but if I every run a more action-heavy game, then I'll have to switch it up.

I give out about 30-35 XP per adventure, with each adventure taking two, sometimes three sessions to complete. This is for fixed goals during the adventure, along the lines of "disarmed the bomb: 5 XP" or "recovered the stolen cargo: 10 XP". Rewards for things like adhering to motivations comes in addition to this.

I fall right around 25 to 35 a session. We get together a couple times a month if we are lucky though. If we were weekly I would probably back that off a bit. I want to give enough so someone could get a top tier talent or skill rank 5 in a career skill generally after a session to make sure there is always a sense of accomplishment.