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Experience and Development |
| This a version of the experience rules for IDEAS(c). Read through this to find out how you are awarded experience, how you can spend it and how your character can develop. |
"Experience is what you get when you don't get what you want"
Your character is awarded experience at the end of each session depending on their performance in game. The award is broken up as follows:
| ! "What do you do?" WDYD (on 80): For IRC RPG only, this score rates how involved a player was in the internet game. The code-word WDYD is used by the DMJ to signal when he needs action from the players. The WDYD score rates how much the game was held up waiting for responses to WDYD signals. Players who responded quickly will receive 80, players who slowed up the game and the other players will receive less. |
In addition, a DMJ can award to any player in-game a number of bonus experience points, usually around 10 xp. These are given out when the player does something truly remarkable or impressive, says or does something that just makes the game 10x better, or otherwise makes a special contribution to the game. This can be an act of courage, a tremendous idea, a bit of sparkling role-play, or just something very entertaining. This award is granted immediately to help the player and DMJ better learn each other's playing styles.
Special Note: Sometimes, there can be a conflict between Objectives and Role-Playing. A good role-player will sometimes find it hard to be involved in a particular story because "it isn't something their character would do." The options here are: a) To play the character properly, and stop the story, in which case you gain RP and lose OBJ; b) To play the story and sacrifice the character, losing RP and gaining OBJ; c) to figure a way they do fit the story, or d) play out the characters conflict within the story, which can both yield full scores.
Keeping track of your current amount of Experience is your responsability as a player.
As a general rule, for every 25 xp the player spends, the character gains 1 cp. These cp can be spent in any way they could be at development time, with the restriction that any improvement must make sense within the character:
Either the developments should be logical from game-events (such as the development of more Unarmed Combat from training sessions), or a development the DMJ agrees to.
I couldnt' think of a better word for the non-development uses of xps so I used this video game term.
Heroic Efforts: The most standard other use of xps for the experienced IDEAS gamer is the "Heroic Effort", this is where the character gives back some experience in return for being given a better chance to make an important move, as 10xp for +1DG of result. The condition of a heroic effort is that the player must make a role-play before they can spend xps. As xps are dear, these as generally reserved for only the most dire emergency, to mimick the way in dramatic stories the hero can do the impossible when pressed enough. Note that this mechanism allows a character to exceed his or her limits in very dramatic moments.
A further stretch of these rules allows "heroic efforts" to compensate for any cp cost and in previous IDEAS games, has been used in place of scores the character doesn't have, or modifiers on powers the character does not have. For example, Bancroft wishes to implant a permanent command in someone's mind, for which he normally needs the indep modifier. To have his Mind Control power be indep would cost 150%, so he must pay 1/2 the cost of the power to simulate that modifier for his heroic effort (and make his role-play as above..)
Note: Like Awards, above, this is another communication mechanism, allowing the DMJ to know what's important to the player.