House Rules: Experience & Motivation

Gaining new power and abilities through accumulating experience and raising in level is perhaps the oldest form of motivation and meaningful progress evident in RPGs. New things are fun and character rising in skill can feel like a tangible reward and a sign that you are doing well in a game. SWPRG is quite nebulous when it comes down to handing out experience points and we are going to take advantage of that. I am taking a cue from some games such as Dungeon World to put together an alternate method of awarding experience points, in addition to the "milestone based" system we currently used (i.e. 5 xp for saving the hermit; 10 xp for destroying the Imperial patrol, etc.)

It comes down to good roleplaying. What is "good roleplaying?". It's challenging your character, and by extension a part of your own psyche, with tough situations that cause the character to question their beliefs and deal with the situations outside your comfort zones. I am trying to get away from the atypical Light Side/Dark Side choices of Star Wars and present you with real troubling and trying situations where the "right choice" isn't always there. It's a Kobyashi Maru scenario, a test of your character. It's not talking in funny accents, wearing hats, or recalling vast amounts of trivia.

In addition to standard experience points, I am going to try to integrate other conditions where experience can be accrued.


  • LEARN FROM YOUR MISTAKES: A player character rolls a DESPAIR. It is only through challenge and adversity that we can grow. You likely won't try to outsmart a Hutt again as you sit in their prison with two large Gamorreans giving you the beat down. Players who roll despair will receive XP as they have experienced immense pain or hurt by attempting whatever they did.  (2 XP)
  • A BAD SHOT: A player character fails a check (excluding group checks). In the heat of the firefight, a missed shot could mean your life. An unfortunate quip to a particularly drunk Wookie at a cantina could mean you get your face beat in. Players failing checks will receive XP as they learn from their mistakes. (1 XP)
  • ACT ON YOUR MOTIVATIONS: Motivations are within the SWRPG Core Rulebooks but often underused and forgotten. I am going to incentivize you into really buying into these motivations. Acting in a way that is considered unwise, causes difficultly, or increasing the complexity of the situation. Explain to the other players why what you are doing is for the greater or moral good. (2 XP)
  • CHALLENGE YOUR MOTIVATIONS: Challenge your core beliefs in a way that represents a crisis of faith. Share with the party your struggle. You may hate slavers as a former slave and have vowed to eradicate them from the galaxy, but what if they are the only ones who can help you out of a situation. What good is your pledge to end slavery if your dead? (2 XP)
  • INNER PEACE: Lead yourself to a point where your motivation is resolved. Did you finally avenge your family by killing or capturing their murderers. Perhaps you rescued a group of slaves from some particularly violent Hutts. Whatever resolution you find, your motivation is no longer applicable to the story and thus changing your motivation to something new - growing your character. (5 XP)

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