Am I doing it wrong? I find high XP characters not *that* much of a problem

By BarbeChenue, in Star Wars: Edge of the Empire RPG

Hi everyone!

Over the last few weeks, I've posted quite a few questions resulting from our weekly SWRPG game, of which I am the GM. Many fellow forum posters have pointed out that the various small problems I'm experiencing stem from the amount of XP my players have (and perhaps, their wealth as well, but that's a different topic). I've been told on many occasions that my problems would be solved if I simply rebooted the game at lower XP, with different characters, after retiring the 1000xp ones.

For reference only: We've had 38 sessions in a row, total of 150+ hours, we started at Knight Level (+150xp) and I gave around 23 xp per 4 hour session (on average, incl. roleplay, quest xp, etc.), which might be a bit much. [150+23*38 = 1024xp]

I can see where people are coming from (it seems few GMs let their groups get that high), and it's true that the power level of my PCs is quite a bit higher at 1000 xp than it was at 150. But most of the issues I'm having, while they may be related to the PC's "power level" could very well, AFAIK, be emulated by much lower XP characters all the same. While XP seems to increase the number of possible overpowered combos, in my experience it was never the sole factor, and I recall experiencing problems very early on (below the 300 xp bar).

So, am I doing it wrong, as a GM, continuing our game with the same characters at such high XP?

My hypothesis, from the start, has been to put the blame on a) my shoulders, b) on perceived rules inconsistencies or c) my player's power-gaming habits. Contrary to others, it would seem, I find even relatively high dice pools to adapt very well throughout a PC's overall career, making Stromtroopers threatening at all levels. Even "hard" checks have challenged my PC's with 5 proficiency dice skill pools. Even "mooks" can use a speeder's autoblaster and put the PC's in check, if need be. In short: I love this system.

The fact my PCs nuked an entire Imperial garrison last game may seem like a shining example of them being totally overpowered, but they began talking about doing that on the very first game, when they purchased the mesonics proton grenades explosives back on Formos (Trouble Brewing).

Only a few abilities and sub-sets of rules, in the whole dozen-plus-book-spanning-system have seriously aroused my suspicion: the Move power, Autofire+Jury Rigged, the Double or Nothing talent (which I've banned, see: https://community.fantasyflightgames.com/index.php?/topic/137047-i-dont-always-post-overpowered-combos-but-when-i-do/), Disruptors+Jury Rigged+Lethal Blows, the ambiguity of Stealth/Perception/lack-of-clear-Ambush-rules/Scanners and detection (and Misdirect power, only because of the former), and perhaps some minor aspects of starship combat. All my other problems are minor in comparison, and I've found fixes for them (see: https://community.fantasyflightgames.com/index.php?/topic/135612-many-many-rules-and-adjudication-questions/, and even the old: https://community.fantasyflightgames.com/index.php?/topic/129647-having-to-eyeball-everything-gets-a-little-tiring/). But no system is exempt of rules abuses, and the above issues would be pretty easy to fix if absolutely needed.

All I'm saying is: I don't feel like the high XP is a problem for us, I feel like the system handles high XP groups pretty well, and our group is still having lots of fun. I find our problems are very specific and the rules abuses to be (mostly) unrelated to the amount of experience points acquired. Given the predominance of the "restart your game with new characters" response, I'd like others to help me tell if I'm doing it wrong.

Edit: whoa, I'm actually defending the system this time around.

Edited by BarbeChenue

So, am I doing it wrong, as a GM, continuing our game with the same characters at such high XP?

Ask your players. If they're having fun, and you're having fun, you're not doing it wrong.

That's my opinion. There is no reason to sacrifice the group's enjoyment for...what, really? Someone else's ideal of balance, or proper gameplay? IMO, you're doing it RIGHT.

IMO, if you feel like you can/should continue with your players and PCs as they are, and you can continue to have fun running the game, then you’re clearly doing something RIGHT that most of the rest of us could benefit from!

The focus should be on having fun — both for you and your players. And if you’re having fun, and it still feels like Star Wars to you, then that’s all that matters.

So, tell us what your secret is? ;)

[ Edit: ninja’ed by dfn! ]

Edited by bradknowles

In gaming, I say, "If it feels right, do it."

Conversely, if it doesn't feel right, stop doing it.

Ultimately, only you can really answer the question, "am I doing it wrong." But to me, it sounds like you and the rest of your playgroup are having a blast, and that answers the question for you.

Consequences is the word here.

I read the nuke post and could think about one thing, "So now there are witnesses in the shuttle, and through the magic pencil of the GM they are no wanted and hunted from this minute onward" :)

Consequences is the word here.

I read the nuke post and could think about one thing, "So now there are witnesses in the shuttle, and through the magic pencil of the GM they are no wanted and hunted from this minute onward" :)

Obligations is the word here.

A lot of GMs are intimidated to handle high-stakes games like that. They feel most comfortable with small scale stories.* Because of that, there is this pervasive thought in GMing forums that PCs have to be kept in line and that any action that pushes past their comfortable zone should be dealt with harshly.

I salute your ignoring this impulse. Good gaming!

* I generally find many of these GMs tend to think in terms of challenging players through statistics, rather than Motivation or Obligation. Goals, ideals, and relationships have the same hit points no matter how much xp the player has and lead to more interesting stories.

For me, it's not so much the power level, but rather a disparity in power levels. If everyone is awesome, you can just scale up your game to give them appropriate challenges. And Doc is totally right; regardless of power level, the game should definitely be story-driven, whether you're a group of Obi Wans and Anikans, or a lowly group of struggling fringers.

The problems, at least in my experience, happen when you have a group who generally likes to diversify their abilities, except for one or two who try to quickly min/max their way up to massive dice pools and powerful weapons. The main issue, of course, is combat. What's challenging to the combat monkeys can cause quick deaths and dismemberment to the rest of the group. And if you keep the opposition reasonable, they're mowed down in seconds by the mondo autofire blaster rifle guy with 5 Agility and 4 ranks in Ranged Heavy :)

We had an issue like this in our group which sort of fixed itself when the min/max character's player decided not to show up anymore. The character basically did next to nothing most of the time, since he was pretty much a one-trick combat pony, The rest of the group would roll their eyes when they talked about the character (they're rather proud of their backstories, motivations, and well-roundedness), but, of course, that never stopped them from pushing Mr. Blaster Rifle out front when the bad guys showed up :)

As I said, the problem worked itself out. The character's player, I think, got bored and stopped showing up. He didn't make another character, since I don't think he was really into the whole Star Wars thing (which partly explains why he designed a World of Warcraft-type character who was all about mechanics rather than story). We've since gained two more players, a father and son team. The dad is an old friend of mine from my AD&D past who loves story- and character-driven campaigns, so he created a great balanced character with an interesting history that he loves playing. When his son joined, he started down the min/max path, although mainly as a medic, rather than a combat monkey. I made a few suggestions for him, so he now has a rather diverse and very useful character (we actually beefed up his combat!) who doesn't throw off the balance of the group, and has an interesting and relatable backstory.

A pair of aportations.

Here I posted something about "high levels" possible problems https://community.fantasyflightgames.com/index.php?/topic/138184-why-no-stats-for-the-main-characters/page-3#entry1502715

Also I want to say that in my main game my player have a more than 2.400 XP and still have tons os problems, and of course, awesome adventures.

Without considering the "situation" from the other post, the answer is pretty simple, if stills fun, continue with it.

About XP, in this particular game I don't give XP as the usual way. My players asks me to increase/upgrade something and we just agree ih he need more time, training or teacher/info to complete the "upgrade". We use to play above 3-9 hours a week, so, in my situation, and after more than 13 years of gaming XD in this cases, this method could be the clever one, or one of them, to continue your game and make the character progress.

I play in a campaign where the characters have around 650-700ish XP. The GM still finds ways to make us use skills we don't have ranks in. I'm the main intellect character and have several skills I'm good at, but I keep finding ways to diversify.

If you and your players are having fun, you are doing it right.

What's important is both parties are on the same page. If the players want to be galactic super heroes and the GM wants barely-scraping-by rogues, there is a disconnect. If the players want a shootout each/every time and the GM wants a skill fest, there is a disconnect.

Whether it's XP levels, min-max builds, game styles, or whatever - as long as there is good agreement between parties on what kind of game is desired - spend your time enjoying your friends and don't worry about whether you are 'doing it wrong'.

Edited by blaked