Yeah... So, I recently had my first game with my group, which I have been anticipating for a long time (first real game since my failure of a campaign in the past), and I'm pretty sure I messed up on a few points.
My game is basically a bunch of short adventures based off of the PCs working in a colonial setting. However, the short missions makes experience harder to distribute. I mainly want to know how much experience would be expected in one session, compared with how long an average adventure lasts.
I know from my experience with Escape from Mos Shuuta that an average adventure takes one full session for my group, and rewards about twenty EXP. I had four adventures in the same time it took to do Mos Shuuta, and my players got about twice the experience.
Now, my first adventure had no experience as it was with my two early players, and I was expecting two more (only one more showed up), so they didn't earn experience. The PCs drove to the nearby town to get some supplies and were waylaid by a bear (I didn't have any other ideas, and I just wanted to get into the groove). The reward was just supplies for the homestead (and a nice mantle piece), as well as a new contact in town, who they sold the bear to so they could get some of his supplies.
Then, they had to search for some missing children, and met two other mercenary groups in the colony to interact with. They found the children with an old man, and we're led onto a search for a strange creature which had been following the children and scared them away from the town. They looked for it, and then my other player showed up, so I quickly wrapped it up for him.
I then initiated a complete failure of an adventure where the PCs fought off some pirates that turned out to be natives. The pirate fit was okay, but then they had to search for the pirate base, where I screwed up big time and made the PCs die. I scratched it and begged forgiveness, and changed it so they just landed on the planet and were attacked by pirates (who turned out to be natives). I initiated this by interrupting there argument on what to do by saying 'thump thump thump, thump-thump-thump-thump-BOOM!' Then they were attacked by enemies who blew a hole in the wall.
They fought the natives, and went out searching afterwards. I led the PCs to a cave, where they were 'attacked' by a spectral cat beast that eventually left them alone when one of the players decided to try to use the force to dispell the creature. It didn't work, but it decided to leave them alone anyways.
They then scavenged supplies to escape and fix up the side of the ship, and then flew away and fought a few native ships. They returned to the colonies to find them under attack by the natives, who were invading, but I decided to have them land because one of the players had no space skills and kept getting bored with the space battles.
When they landed, I realized the failure that is large scale combat the hard way, and decided to award the players with a ton of credits and some experience.
After this, they went to a seperate town on their colony planet (the colony is multiple planets over a sector, hidden from the Empire for alien rights) and we're met by bandits. They then were half captured, half left, and I had the two who were captured (Force Sensitives) be captured by what happened to be a Force Sensitive bandit and the last player, a mercenary, have to save them. It went pretty well, and when I realized that having the bandit leader want the Force Sensitives to attack the nearby town was out of hand, I had chaos ensue. The crazy spectral cat from earlier was actually in the base (which was intentional) and the outside player freed it. This then released absolute chaos, and they were able to escape after they had a brawl with the bandit leader.
They were rewarded with experience and enough credits to pay for the hospital bill.
I led this up with a suspense mission where the crime lord after the group told them they could pay off some of their debts to him if they took some of his enemies from Coruscant to Tatooine so he could punish them. The passengers were a couple of shady figures, a few nobles, and ten standard citizens. As they got on the ship, one of them payed off the extortionate fee for "the right to enter the Imperial Center, considering you're alien loving scum."
Then it turns out that monster from when the kids got lost is on their ship. And it's out to kill one of them.
As they were in hyperspace, it turns out that one of the passengers gets killed and shoved in a crate. The passengers freaked out, and started revolting. One of the nobles said that he was next, one said that it was the crew, and one said that he didn't exactly care if it would turn out that the other two would meet the same fate as the random individual.
The rest of the citizens were just worried and freaked out, and didn't trust anyone. Three of them decided to join under the influence of the noble who blamed the crew, and they locked themselves in the cockpit. When the PCs tried to knock them out and put down the mutiny, the noble blew the circuits and shut down all of the power. The PCs found one of the shady figures to help get into the cockpit, and he planted a bomb to blast th door open. Before they could blow the door, they heard screams followed by ripping in the cockpit. They blew the door, then found that the people had been ripped apart.
The players realized this was the beast from the planet that chased the children, so they started searching the cargo. Through searching, they found a crate with a Wookiee in it, who they put back after knocking him out. The noble one of the nobles (the one who paid for the trip and thought it'd be okay if the other nobles died) said that he wanted them to make sure that the Wookie was okay (I was trying to get the image in the end that he was an Imperial). They also found that he had info pads, strangely enough.
They eventually asked after they had searched through and marked the expensive merchandise if the Imperial had any guns they could use, which he had (they asked the passengers in general). They then went around looking for the creature, until one of the people screamed the beast was in the engine. They then went on a short little look-see and hunted the creature, and ended with killing it in a dramatic fashion, involving its spirit fixing the cockpit (I couldn't leave them in hyperspace).
Once they arrived at Tatooine, the Imperial bumped into the PC captain of the ship. Of course, this always means a note, and this was no exception. He found a data pad with a Rebellion symbol on it, so he stopped the Imperial and quickly said that this was a trap. The "Imperial" hid in the ship, while the crime lord, who had just zapped everyone who got off and was still alive, asked what had happened to everyone else. The captain said they had died and left the bodies (which had been shoved in crates) with the crime lord as proof, saying one had been eaten.
Then noble left over thanked them for warning him, and was left off on another planet. The reward was a good amount of experience as well as the over flowing amounts of cargo they sold for some hard cash and for colony supplies.
I mainly messed up on strain and experience. Also, I need some ideas for future adventures. I regret thinking out the whole natives mission, and plan to do something with the natives having some form of issue with the colonies involving a local spice. I also plan to do a mission based on the Most Dangerous Game.
Thoughts? Ideas? Advice?
EDIT: The main issue is experience and strain. I gave experience out A LOT and never used strain.
Edited by Castlecruncher