Hey quick question. I want to get a feel for how quickly other crews and PCs are advancing. For mine at least one person advances about every other session. The crew advances about the same speed. How is your crew looking for that?
Hey quick question.
Hey quick question.
Mine is slower, but we typically run for 2 hours and get either a score OR downtime done. Plus, we were keeping the XP triggers to 1 per until v7.1 of the rules. Our crew dings maybe once every 4 sessions/once a month?
I notice the same advancement, but longer sessions almost always result in more XP across the board, and shorter ones net less XP. For a 3-4 hour session (the length I typically run), my experience tells me that 4 XP is very average.
Its not terribly uncommon for each of my PCs to mark each of their XP triggers every session. And a good amount of the time they get two XP for each trigger. The least common trigger to get is the playbook specific triggers.
There’s usually 1-4 XP per character per (fairly short) session for us, with 2-3 being the most common range. This adds up to an advance every 2-3 sessions depending on training.
I think in general contrast with above, I am extremely generous with XP for my characters and crew. Following not exactly the letter of the rules, we tick through the XP generator checklist and have a mutual discussion about that character’s expression in that category. If there’s a lot to be said about the way a character was played, or we can call out 2-3 scenes that expressed an idea about them, then I give 2 xp, no matter what. Almost the only time we award 0-1 xp in a category is when the player themself says they don’t deserve more, and nobody else argues with it. Vice/Trauma are the most difficult to justify in my group, but not unusual. Frequently my players are getting 5-7 XP per game, including desperate actions.
Id addition, which is also maybe unusual, I pretty much treat Project Clocks like XP when it comes to advancing the crew or characters, within reason. Contrasted with the “training” action, it seems about fair most of the time. Though I call it by situation.
I’ve found this kind of generosity extremely rewarding in my game. This is the type of system where “over-powered” doesn’t hold as much water. I like to see my characters taking random veteran advancements to express themselves. I like to see them ammasing a tenous small army of cohorts. It just means they have to manage it more strictly. Likewise with coin, I let it flow, and they spend it just as fast. More coin often means more downtime which often means more character expression. And by no means imagine I’m going easy on them, they’ve already been at war, bumping up against another war, nearly lost their lair, and several of them are at two trauma, encroaching on a third. The currency in this game is so fluid, I love to hand it out, both the good and the bad.
/shrug. IDK