Game Master Guide

Document maintainer: Brian Bors

** Editor note:** This file is a work in progress. Everything in here is just notes taken during developement. Best not use them.

About this document

TODO

Introduction

TODO

To make XP of characters more managable, it is important to have an understaning of how characters (both PC's and NPC's) develop, and what stages they go through in this development. We will distinguish five levels of expertise a character can have in an ability, these are:

Name C&P XP Description
Poorly suited C+0, P-3 0 Most characters will have two attributes lower then zero. Any ability based on these attributes will be very low, and characters will be poorly suited for these tasks. Most characters will never compensate for these.
Novice C+0, P0 0 These abilities are not based on dump stat attributes. But the character has no training in them and can not use skills based on this ability
Amateur C+2, P3 15 The character has had some training in these abilities. New player characters start with several abilities at amateur level (but nothing better then that).
Professional C+3, P5 45
Veteran C+4, P6 85

Characters will not spend all their XP on the same ability. Characters will likely spend between 50% and 70% on a primary ability, and the rest on abilities that serve a utilitary function, such as agility, perception or an alternate method of attack. Amateur characters therefore have between 20 and 30XP, professionals have between 65 and 90XP, and veteran have about 120 and 170XP. Reaching the level of professional should be achievable for most characters, if their players are careful and smart about surviving. But to reach the level of veteran takes much more time and requires quite a bit more experience. GM's should aim at giving players about 2XP per session. This means it will take players roughly 40 sessions to reach the level of prefssional, and another 40 before characters are veteran level. GM info: Writing situational challanges When giving players situational challanges, you must determine two things, who can't do it, and who can always do it.

Consistency: =-2 =-1 =0 =1 =2 =3 =4 =5 =6 =7 =8 =9
=+80% success 1 1 2 4 6 7 7 8 8 9 9 9
=+50% success 2 3 4 6 8 9 9 9 9 10 10 10
=+20% success 4 5 5 9 9 10 10 10 10 10 11 11

Based on +80% success: |Base Con:||=-2|=-1|=0|=1|=2|=3|

=Poorly suited C+0, P-3 -2 -2 -1 1 3 4
=Novice C+0, P0 1 1 2 4 6 7
=Amateur C+2, P3 5 7 9 10 10 11
=Professional C+3, P5 9 11 12 12 13 13
=Veteran C+4, P6 12 13 13 14 14 15
=Master C+6, P8 15 15 16 16 17 17

Encounters

There must be a balancepoint between SP spend on skills and SP spend on weapons. For instance if one NPC has an expensive armor, this means the other characters should have on avarage less armour and more points in skills, to maintain a balance. This could also be balanced out during other encounters. But it is important that the ration skills:items remains constant. During the tabletop characters gain XP per encounter. The XP value of the encounter is based on the SP value of the NPCs they face.

Loot and rewards

  • Weapons and armor
  • Potions
  • Oppertunity to learn a skill
  • Resources payed for by an NPC

Tags

Last updated Mon, 13-09-2021 20:58 by Brian Bors
Created Tue, 20-12-2011 13:17 by Anonymous

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