Thought on group XP?

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

I've started considering how I'd run a game using this system and what things I could do to change things up and something that came to mind was group xp. So, if you average you hand out to your group is 15 xp instead you would give all, lets say four, players one pool of 60. If they want to do the usual then so be it, but if, say, the medic could really use that new die in medicine as a group the others could take a slight penalty. Not sure if it would help with the group dynamic or just cause problems heh, though that mostly depends on your group.

What do you guys think? An interesting spin or just added complication? Have you ever done things that way?

In pretty much every XP-based campaign that I've run for decades, I've allowed players to donate XP to other players if they so desire.

They seldom desire.

Players asked to share what is arguably their most valuable resource... What could possibly go wrong?

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IMO, xp is dolled out based off of how well each character stuck to their motivations, obligations, etc. Basically how well they role played. Thus, it wouldn't make sense for players to 'give' xp, as it is an individual resource linked to the role playing of the player, not a group resource that everyone pools together and decides how to use.

Back in the day we used to play a game called 7th Sea. One of the mechanics of the game is that you'd collect "Drama Dice" which you could use up for extra rolls throughout the game. If you didn't use them for the session, at the end of the session any unused dice were converted to XP. Considering that a session typically gave you 2 XP at the end even a single Drama Die was a big deal. We would never roll those dice unless we absolutely, desperately had to.

As a result, that mechanic may as well never have existed. And I think if you tried to use XP in this game the same way, you might as well not bother. Players are just going to feel disgruntled if they're "forced" to give up XP to do something (even if it is their choice the player is going to feel like they are forced if they desperately need to use it). And if this is a party decision you're going to have even more bad feelings since the group is giving up their XP for a single player's roll, or that single player who really feels like he needs the extra boost won't be happy when the rest of the group turns it down. I don't see this system making the game any better, it would only increase tension at the table. Not fun.

If you want a pool of resources that the party can use at dramatic moments to tip things in their favor, we already have that in Destiny Points. And since that mechanic is set up to be very dynamic, where points are flipped back-and-forth frequently, you don't feel like you're "giving up" too much when using them. Don't add square wheels to your bicycle when the round wheels it has are doing just fine.

Back in the day we used to play a game called 7th Sea. One of the mechanics of the game is that you'd collect "Drama Dice" which you could use up for extra rolls throughout the game. If you didn't use them for the session, at the end of the session any unused dice were converted to XP. Considering that a session typically gave you 2 XP at the end even a single Drama Die was a big deal. We would never roll those dice unless we absolutely, desperately had to.

As a result, that mechanic may as well never have existed. And I think if you tried to use XP in this game the same way, you might as well not bother. Players are just going to feel disgruntled if they're "forced" to give up XP to do something (even if it is their choice the player is going to feel like they are forced if they desperately need to use it). And if this is a party decision you're going to have even more bad feelings since the group is giving up their XP for a single player's roll, or that single player who really feels like he needs the extra boost won't be happy when the rest of the group turns it down. I don't see this system making the game any better, it would only increase tension at the table. Not fun.

If you want a pool of resources that the party can use at dramatic moments to tip things in their favor, we already have that in Destiny Points. And since that mechanic is set up to be very dynamic, where points are flipped back-and-forth frequently, you don't feel like you're "giving up" too much when using them. Don't add square wheels to your bicycle when the round wheels it has are doing just fine.

Yeah, I had a problem with the hoarding of 'Chips' when playing/running Deadlands due to the fact that players didn't see a stack of useful resources in front of them, they saw XP they may have to throw away if desperate enough (which they never were). Pretty much threw that out the window with Deadlands after the first session, instead giving the PCs a higher XP reward for completing the adventure (and didn't even consider it with Drama Dice for 7th Sea).

But as far as the idea of Group XP, I suppose it depends on your players and whether they're happy to share. To me it would feel a bit weird as to me personal experience is just that, I suppose and additional reward at the completion of the adventure for the group may work as they 'share their experience of the adventure'?

Honestly play the game at least a couple of times before changing rules, this one seems harmless, others though could have far reaching and not obvious consequences. But if there are rules your unsure of then definitely ask questions here, you will be swamped with helpful answers.

Personally, I wouldn't, but I also don't think it'd break the game if you decided to do it. A sensible limitation may be to stipulate that only the first 20 XP can be donated, or only 50% of any earned amount, or some such.

The reason I wouldn't allow it is because it's not really an accurate reflection of reality. If a friend and I get kayaks at the beginning of summer and I'm out paddling twice a week, all summer, and by the end of it, he still hasn't gotten his yak wet, by September, my kayaking skill would and should increase, but his shouldn't just because we both want him to be better at it.

That said, though, I fully concede that the way the system works doesn't really prevent this either, as characters may still invest XP in skills they've never used, which introduces the same issues. Just my personal take on it.

XP is to reward the PC, for the encounters they managed, for playing good with theire Motivations, Obligation, Duty and Morality Strength and weaknesses.

You shouldn't give out an base XP Pool, that way you don“t encourage players to do theire best... you only encourage them to shout as the loudest at the end of the session: "WE will need MY Skill XYZ the most! Give those points to ME!" and "WHY did he get the points? He is already rewarded he got that new gun/ ship/ sword/ whatever-super-duper-item-that-I-now-will-overrate-to-make-my-point-to-get-thoses-XP."

Better let your players know that they can gain some little XP extra for themself if they do a good RP job.

Me and my group are mature role players, but somehow I cant see even our group not ending the night like this:

mackbrownsucks.gif

(subtitle: The end of Blazing Saddles, where the old west town of Rock Ridge got into a massive hundred person brawl with another movie shoot, eventually spilling over into the studio commissary for a pie fight)

We're doing the Gungan Mistake!

VOILA!

Back in the day we used to play a game called 7th Sea. One of the mechanics of the game is that you'd collect "Drama Dice" which you could use up for extra rolls throughout the game. If you didn't use them for the session, at the end of the session any unused dice were converted to XP. Considering that a session typically gave you 2 XP at the end even a single Drama Die was a big deal. We would never roll those dice unless we absolutely, desperately had to.

That sounds like the WEG system of character points. We never spent all the character points, because you might need to burn a couple to boost a roll. It really slowed down character advancement. Especially if the GM intends on making hard encounters, causing the character to burn CP's.

Just give 15-20 xp a session per player depending on whether you go 3 or 4 hours and be done with it. If you play marathon sessions award per hour accordingly. Give some end of arc/mission/plot bonuses maybe award 5 xp in between sessions for a writeup and what the character does in between sessions if thats your thing.

Edit mostly crafting/long term research is handled behind the scenes where getting the stuff for crafting is handled in play. rolls being made at the begining of the session, while everyone is setting up.

Edited by amrothe