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Lirbo
Lirbo
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The board expands. New players emerge.
Posts : 123
Join date : 2023-03-29
Age : 25
Location : Los Santos
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Experience Distribution Guidelines Empty Experience Distribution Guidelines

Tue Feb 06, 2024 2:23 am
Experience Distribution

Experience distribution in our server follow similar guidelines to the ones presented in the corebooks. However, since we are a chronicle that is being run in an open-world environment where you can roleplay 24/7, there are certain tweaks.

• Characters can be rewarded with experience whenever they take part in a meaningful scene.
• Characters have a soft cap of 5 (hard cap of 6) experience per day.


Normal Experience:
After each meaningful scene, players are eligible of receiving a variable amount of Experience points. Different characters who participate in the same scene can also earn different amount of experience, depending on the circumstances.

One point — Automatic:
"Every character that participated gets a point after each chapter is concluded."

Guidelines:
• Does not apply for meaningless casual interactions down the street, unless they emerge into a social scene with some length and context (60 minutes+).

One point — Learning Curve:
"Ask the player what his character learned in the course of the night’s events. If you agree with the answer, give the player one experience point."

Guidelines:
• Only applies for truly meaningful findings, e.g. learning the plots of the Sabbat after invading their HQ, or learning a harsh lesson due to a backlash.

One point — Danger:
"The characters survived against harsh odds and grave dangers."

Guidelines:
• Does not apply for petty fights, unless they happen to escalate to serious levels that pose real possibility for serious consequences.

One point — Roleplaying:
"The player carried out the role of her character well, not only entertainingly but appropriately. The player performed as the character should in the circumstances. Truly inspired roleplaying might merit two experience points."

Guidelines:
• Only applies when the player truly goes out of their way to deliver extraordinary realism and proper character portrayal.
• This point is not given every single time, even if the player is an amazing roleplayer.

One point — Heroism:
"On rare occasions even vampires can truly behave as heroes, risking all to let friends or even strangers escape from disaster or death. If a character acts heroically and manages to survive, he should be rewarded. Some players might try to take advantage of this idea. Don’t let them. Stupidity and suicidal behavior should not be mistaken for heroism."

Guidelines:
• The quote speaks for itself.


Extra Experience:
The experience gainways described below are not used as often, and can only be distributed to players by the end of a scene that concludes a story.
That means that such scenes can never be the first of the story, but are certainly the last.

One point — Success:
"The characters achieved all or part of the goals they set out to accomplish. Even minor victories can be rewarded if they pushed the game forward."

Examples:
• A Tremere who successfully learned a new Path after weeks of arduous research and countless hours poured into the books of the chantry.
• Defeating the "final boss" of a long event that took multiple sessions.

One point — Wisdom:
"The player, and thus the character, came up with a brilliant plan or even a spontaneous strategy that enabled the coterie to survive when it would likely have failed otherwise."

Examples:
• A Neonate who saw a flaw in the plan of the coterie, and convinced them to change their approach - which proved to be fruitful.
• A Ghoul who noticed the Sabbat are on their way to attack the city, and notified the proper authorities - which led to a fruitful shift of direction throughout the event.

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