Gaining Experience

This page provides rules for how much XP players earn. These rules are optional, the GM may choose to hand out XP in another way, but these rules are recommended because they encourage the expression of Vennt's core values. For a slower or faster adventure, you may half or double the amounts provided below. The GM should announce XP gains at the end of each session using the table below as a checklist.

Players can opt into XP allocation in one of three ways: as a Casual, Normal, or Hardcore player. Choose the track that most suits your desired playstyle.

## Casual

This XP track is recommended for beginners and players who can't commit a lot of time to the game.

* For every hour of gameplay attended, gain +100 XP and 1 Hero Point.
* Each player may commend one other player for contributing to their enjoyment of the game. The commended player gains +25 XP.
* [Requires Course of Flux] When a Flux is created, changed, or removed, gain +100 XP.

## Normal

This XP track is recommended for core players who are familiar with tabletop RPGs and can attend most sessions.

* For every hour of gameplay attended, gain +50 XP.
* When a personal Quest is completed, gain +300 XP.
* When a party Quest is completed, gain +100 XP per Act in the Quest.
* Each player may commend one other player for contributing to their enjoyment of the game. The commended player gains +25 XP.
* [Requires Course of Flux] When a Flux is created, changed, or removed, gain +50 XP.
* [Optional] After the session, share an adventure report with the group. This can be written in- or out-of-character. It can be as simple as a bullet point list of what caught your attention or what notes you took during the session. For sharing something about the session, gain +50 XP.

## Hardcore

This XP track is recommended for veteran players who want to get the most out of the game. This is intentionally a slower track so that hardcore players can focus on the story and supporting other players rather than maximizing their own character.

* For every hour of gameplay attended, gain +25 XP.
* When a personal Quest is completed, gain +300 XP.
* When a party Quest is completed, gain +100 XP per Act in the Quest.
* Each player may commend one other player for contributing to their enjoyment of the game. The commended player gains +25 XP.
* [Requires Course of Flux] When a Flux is created, changed, or removed, gain +50 XP.
* [Optional] After the session, share an adventure report with the group. This can be written in- or out-of-character. It can be as simple as a bullet point list of what caught your attention or what notes you took during the session. For sharing something about the session, gain +50 XP.

**Benefits to Going Hardcore**

Your GM may offer special rewards for the dedication of hardcore players, such as:

* Opportunities to learn or contribute to the campaign's lore
* Additional gameplay time or play-by-post scenes
* Priority on decisions that affect the course of the game

## Bonuses

The GM can award players with bonus XP, up to +100 XP per gameplay hour, which may also be earned between sessions, for any of the following reasons:

* The player contributed creatively to the setting or lore, such as by:
	+ adding a detail to a scene which became an interesting point of the story
	+ inventing NPCs and/or backstories
	+ creating myths, rumors, facts, etc., that elaborate the setting
* The player contributed creatively to the telling of the story, such as by:
	+ making fan art
	+ curating a playlist that captures the mood of the game (and/or to be played during the session)
	+ writing a short story that illustrates "off-camera" action or tells the story of minor characters
* The player helped the GM keep the game running smooth, such as by:
	+ helping other players and the GM recall game rules so play isn't interrupted
	+ creating resources or otherwise reducing prep work for the GM
	+ taking on some bookkeeping or otherwise reducing runtime work for the GM
* The player helped other players have fun, such as by:
	+ Enabling their roleplaying, such as through allyship or challenging them
	+ Enabling their character's development, such as through allyship or challenging them
	+ Setting up the scene for their character to have the spotlight, progress on their personal Quest, or use their strength

Sometimes good roleplaying can earn bonus XP, such as:

* Going out of the way to heal an NPC that the party could have ignored
* Convincing the party to jail the villain instead of killing them
* Inventing a clever gadget to solve a problem that did not seem to have a clear technological solution

Examples that don't (necessarily) earn XP are:

* Participating in combat
* Participating in a conversation
* Earning Legendary Roleplaying [Course of Heroism]

## Notes

### Vennt's Values on XP

Overall, XP should encourage players toward character development and roleplaying.

Character development can include:

* Your character's relationship with someone significant to them grows, changes shape, or breaks apart
* Your character's relationship with another player character grows, changes shape, or breaks apart
* Your character's beliefs, morals, attitudes, etc., are challenged and they grow or change because of it
* Your character's strengths or weaknesses are challenged and they grow or change because of it
* Your character does something which can be considered a story beat, even an act like refusing character development itself

### **A Note on Failing Quests**

Sometimes the PCs don’t complete their original mission. However, this doesn’t mean they necessarily failed to accomplish something. **XP is rewarded if they succeeded in their own intentions**. For example, if the PCs have a mission to kill someone, but decide later to save that person’s life (and succeed), then they receive XP. Conversely, if they decide to save their life and the person dies anyway, they may receive less XP. As the GM, this is ultimately your decision. Keep in mind that XP is a reward - use this to reward what player actions you want to see more of in future play.

### **Play-By-Post XP**

If some of your gaming is done via play-by-post, each Scene is worth [ 60 / 30 / 0 ] minutes of gameplay for the purpose of [ Casual / Normal / Hardcore ] players' XP. Players should remind the GM of these Scenes during any live sessions when allocating XP.