Edge of the Empire Awarding Experience

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

My group gets together once a week except during the holidays and whatnot. We have actual play time of 3-3.5 hrs. We usually get 10 XP plus a few splashed in for RPing, plans, and other things here and there the GM throws in. Thus we get about 14xp per session. Yes... 14.

you poor thing.

last week in a game where i am a human noble who was a world champion in vibrosword duels in highschool (a marauder with a vibrosword) we got 27xp for the following:

travel to a planet, fix a malfunctioned hyperdrive along the way, scan the planet, find a broken ship, land and walk through the forrest, have the trandosian search the pod for clues while we distract an insect swarm with fire and smoke, went back to the ship, had 1 octopy attack, killed it and scared off the rest, got on board, moved to the main wreckage. searched 1 room, then went to the cockpit, got attacked by 3 nexu, killed 1 having it fall on me gimli/worg style, then the other 2 were injured enough that they fled.

thats it, took us 2hrs after deducting time wasted. and we get 20xp base +6 (3 x 2xp of amazingly good skill checks) and 1 out of a max of 3 for role playing since not match happened to my character.

Not impressive. In one session my team managed to wake up a Reaper and avoid an entire squad of Asari commandos ..... ups not this universe :lol: .

lol its not meant to be impressive, the point is nothing happened for 1.5 hrs and then the last 30 minutes we fought 3 cyborg nexu and then we get a whopping 27xp when most gms in this thread would probably have given only 10-15xp according to how much complaining i seem to be getting about how high my xp figgures are.

people need to realize i based figures of the rim module, you think thats too much tell ffg not me, they give us a yard stick to use and then people say i'm over shooting when i use that as my yard stick....

I was not complaining. Just sharing what we usually get for comparison reasons. We all, players and the GM sat around and did some math to see what would work for our campaign.

We plan for our characters to live through all three books and for the campaign to last that long at least. At 15 XP per session for 52 weeks that comes to 780 XP. We will probably get closer to 750 XP before we crack open the Age of Rebellion book. That seems right for our table

We occasionally get awarded more XP if we do something "awesome". An example would be... Gand and the party tracked down a Madclaw Wookie with a sizable bounty on his head placed by the Empire. We located said Wookie, captured him after an interesting fight and interrogated him. Once Gand learned his story, he couldn't bring himself to turning the Wookie over to the Empire. We found him a job running a mining facility. Actually, with his skill set he was just there to keep the droids operational. It was explained to him that supplies would be ran out to him and that if Gand found out he went into town he would be killed. The Wookie has ways to contact the party, or a specific NPC, should he need assistance with anything. The Wookie owes the party a favor and we were awarded 20 XP. That was a really fun session

i like to award xp (in any system) for good RP, creativity, and participation (with game and each other). i often will always award a (low-average) base rate at the end of the session, then ask players to award each other additional points based off other player's memorable moments. these are not: "dave was really successful at that skill check," or "that part was awesome"

i never award xp for things like rolling triumph (isn't that reward enough already?!)

i usually ask a slightly different question(s) at the end of each session:

- what moments stand out as times when someone stayed "in character?"

- when did someone act particularly in line with their character, possibly endangering the group to do so?

(i know other people's opinions might vary on this one, but i'm of the FATE mindset - this creates interesting story)

- when did a player come up with a really clever solution or work-around to a problem?

- which character did something that seemed like they were moving along in their character's individual story arc?

- who made the best assist/helping move in the session?

- stuff like that

this not only rewards the type of play i want to see more of (anyone else a parent here? positive reinforcement!), but it also keeps players paying attention to each other and interacting with each other in meaningful ways throughout the story. it encourages players to think of story/character arcs instead of just reacting to what the GM throws at them.

Edited by washer

As I think I've said before, I do 10 XP per session, with 15 if the group accomplishes a major goal they set themselves. If I were planning a campaign with a definite end, I'd maybe give them 15 per session, but since this will be a long-runner, I want there to be a real sense of accomplishment as they acquire skills.

At the end of each session, the only question I ask that's at all important: "Did everyone have fun?" If anybody didn't, we talk about how things might have worked out differently -- and what I could do as a GM next time -- so they would enjoy it.

Then we do a few things:

  • Learning Curve: Discuss what we learned, either as players or characters. We go around the table and each person discusses her own self/character, but can react and have input on other players if they want.
  • Objectives: Discuss character and player goals, any that were met or set during the session, and progress on any from previous sessions. Same as above: you discuss your own goals, but you can also weigh in on others' goals if you have a salient point and if the other player is open to it.
  • Roleplay Discussion: Discuss how we did playing our characters: what went well, what seemed strange or out-of-character, any questions we might have. This is handled a little differently, with the player in question being the focus of the discussion. At the end, the GM is discussed.

It's very useful, and it's helped immensely with my own roleplaying, so I tend to inflict this on my groups. On nights where we've run late, though, we tend to just do RP discussion.

Edited by CaptainRaspberry
Once Gand learned his story, he couldn't bring himself to turning the Wookie over to the Empire. We found him a job running a mining facility. Actually, with his skill set he was just there to keep the droids operational. It was explained to him that supplies would be ran out to him and that if Gand found out he went into town he would be killed. The Wookie has ways to contact the party, or a specific NPC, should he need assistance with anything. The Wookie owes the party a favor and we were awarded 20 XP. That was a really fun session

So what was the Wookiee's sob story that kept him out of the hands of the Empire?

Once Gand learned his story, he couldn't bring himself to turning the Wookie over to the Empire.

So what was the Wookiee's sob story that kept him out of the hands of the Empire?

They torpedoed his career in musical theatre. :(