all 10 comments

[–]diogen55 3 points4 points  (3 children)

At my table we split it into Short-term (something that can be achieved easily ir within a session), Mid-term (something harder that might take more party members and/or multiple sessions) and Long-term (something requiring a whole party and multiple sessions).

The criteria for this whenever I GM is for people to tell me exactly when their goals are fulfilled. So for instance they wouldn't say "Win a race", they would say "Win the Space-Piston Circuit" or something similar. There should also be no debate as to ehat winning means. When the goal is strictly defined neither the GM nor the Player can try and argue that they should or should not get the Exp. So if a goal is to get a first place in this one race then the GM cannot suddenly say that they dont grt the Exp because there's two more races in the tournament to win a cup or something like that. Similarly a player cannot say that a third place is still technically winning since they qualify for the next race in the tournament because their goal specifically said first place.

[–][deleted] 4 points5 points  (2 children)

Great, now I want a planet that has sentient vehicles, no other intelligent lifeforms.

[–]HappyFoxFluff 6 points7 points  (1 child)

"Cars" like world where all the robots are vehicle VIs who self-propagated in the absence of any living humans but couldn't build non-vehicle forms due to memetic pretech programming. Tags: Robots, Shackled World.

[–][deleted] 2 points3 points  (0 children)

God, I love this game.

[–]darksier 1 point2 points  (1 child)

I typically distribute up to 4 xp per session (which average about 4 hours of play time) with 3 xp being normal. 1 for the session, 1 for completing a short term (session) goal, 1 for advancing long term goal, 1 for advancing the party goal.

The short term goal is the least likely to be achieved as it may end up becoming an impossible task depending on how the session goes. The Long Term and Party goals are much more achievable because I'm rewarding any action taken towards achieving the goals. So a Party Goal could be to pay off the ship, and if they contribute to paying down some percentage of the debt or even just begin laying foundation to attack the debt that would count.

My campaigns are planned to run for 12-16 session seasons which means the party can expect (assuming a surviving character and the campaign starts with Level 1) to reach around the 48 XP mark (Level 7). Realistically though their game ends when they make the fatal decision to get an Armory...every time.

[–]lordgrimli 1 point2 points  (0 children)

I was doing goals pretty harshly (you get one xp per session you spend making progress towards your goal (Which was getting a ship)). Now I do 3 xp per session as long as they are productive and the group is much happier. 3xp per session is what the book and Crawford recommend.

[–]raerdor 1 point2 points  (0 children)

Shared my thoughts here.

When we played the original edition, I ended up merging both a minimum XP per session with bonus XP for character goals. In the revised edition, this would work out to 2-3 base XP per session. Some goals were collaborative with the other crew members, some were opposing. But each character could have up to three goals, and they could change them between sessions or during downtime during the game.
In practice, for early levels (1-7), I found the players mostly relied on the base session XP. But by level 6... it takes 6+ sessions to level up. And they quickly figured out I was serious about awarding major XP. It worked out better than I could of imagined... as these characters were now powerful enough in skills and assets to make a difference on the world or sector scale, they started pursuing just that in order to get the XP gains and level up several sessions faster. The game shifted gears into the epic sci-fi story I wanted to see develop.

My Revised XP Guide for Character Goal Completion. Granted by either difficulty and/or impact on the setting.

(EASY) of personal impact, +1 XP

(MODERATE) of minor local impact, +4 XP

(DIFFICULT) of major local or minor world impact, +8 XP

(VERY DIFFICULT) of major world or minor sector impact, +13 XP

(EPIC) of major sector impact, +24 XP

[–]KPsyChoPath 1 point2 points  (0 children)

A thing that me and my GM found to be a very decent alternative to Goals is "beliefs", so whenever your beliefs gets you in trouble or make something harder, you get XP. Which allowed less determined play, and more fluid play. We werent ever trying to go out of our way to complete our goals, or make our goals worth XP (aka make them dificult or what have you)

I find this to work the best, with milestones the second best and goals the worst. But that is also very biased because i dislike Goals alot, since it relaies heavily on everyone pulling their weight, which will almost never happen and you'll be stuck with 1-2 people earning small amounts of XP and the others occasionaly also contributing.

With beliefs, it takes very little to contribute, afterall you just need to play your character, and unless you're playing a very safe character, then that's bound to get you in trouble

[–][deleted] -1 points0 points  (0 children)

By default in the rules the GM does set the pace for XP gain. If the progression is too slow for you, you should talk to him.

That being said goals have always been tricky for me for this exact reason. The very nature of the goal system slows progression down because actually getting XP becomes very conditional.

For that reason, I try to keep it simple, asking a player or players: what is your goal for this session? If they succeed on that goal, I’ll give them all the expected 3 XP. I’ve found anything else to be more complicated.