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.

Awarding Experience:

"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:

Update! "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.

Spending Experience:

Development:

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.

Powerups:

I couldnt' think of a better word for the non-development uses of xps so I used this video game term.


IDEAS and all materials herein are copyright(c)1997, A.Pidcock, not to be copied, redistributed or altered.