by Lee_Szczepanik » Sun May 13, 2012 10:42 am
by Duck Call Lass » Sun May 13, 2012 10:47 am
by chaosnet » Sun May 13, 2012 10:48 am
by MidnightBlue » Sun May 13, 2012 11:43 am
by Lee_Szczepanik » Sun May 13, 2012 11:56 am
MidnightBlue wrote:2. Games where I want players to play whatever they have as a concept. Unspent XP and advancements go away at the end of an event and player/watcher discuss and make changes to datafiles for new concepts that the player wants to play. This could be a permenant addition of XP advancements from the last event or anything else for that matter.
by MidnightBlue » Sun May 13, 2012 12:16 pm
by Lee_Szczepanik » Sun May 13, 2012 12:45 pm
MidnightBlue wrote:Sounds like a great way to play Lee!
Especially if you have the players to make that work.
I've been in some groups where players didn't know how to have limits or "interesting" characters. Everyone had to be gods without flaws.
by MidnightBlue » Sun May 13, 2012 1:18 pm
by Lee_Szczepanik » Sun May 13, 2012 1:41 pm
MidnightBlue wrote:On your original question, I can think of another reason not to let unspent XP flow to the next game...unlockables.
If a story is meant to build up to being able to unlock an unlockable, then characters with built-up XP stores at the beginning of the game will break that build up.
It would be like a player being able to walk into Breakout and drop down the XP to have Sentry help them out at the first sign of trouble.
That might not be a problem for some stories, but it could be for others.
Just a thought.
by Doc_Nova » Sun May 13, 2012 2:39 pm