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Awarding Rez points

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Moracai Moracai's picture
Awarding Rez points
The advice in the rulebook on awarding Rez points seems very unusual to me. How the passage is written is almost like you are telling how to run the game according to your standards. Like it is unadvisable that the characters should attain a major achievement at the end of every session, for example. That is not to everyone's tastes. My preference would have been a more generalistic approach in how Rez is awarded. If the math is important, it roughly goes: "1 point per every session, 2 points when a major plot point is reached". This is very simplistic, but it does not award anything for roleplaying. In my experience, I have found out that you really can't coerce players into roleplaying by making their characters advance just a bit faster than other characters. Besides this favors players who are all mouth all the time (roughly speaking) and penalizing the ones that prefer to stay in the sidelines. I'm a firm believer that players should not be penalized because of their PERSONALITY! (Sorry about the caps. How do you embolden text around here?) I do like to encourage roleplaying though, and it would be nice to award the players that do it somehow. I would do it by granting temporary Moxie.
standard_gravity standard_gravity's picture
Re: Awarding Rez points
Three quick thoughts: 1) If one doesn't like roleplaying, why does one play roleplaying games? 2) If one is not talkative, why not chose a character that fits one's personality? Roleplaying is as much (if not more) about interpreting and developing a character as it is chatting a lot. 3) As important as roleplaying (not only for purposes of allocating rez points but it general) is that the player is participating with the others around the table in developing a great story. Initiative and storytelling should then be rewared with rex points too, IMO.
[img]http://boxall.no-ip.org/img/ext_userbar.jpg[/img] "People think dreams aren't real just because they aren't made of matter, of particles. Dreams are real. But they are made of viewpoints, of images, of memories and puns and lost hopes." - John Dee
Moracai Moracai's picture
Re: Awarding Rez points
standard_gravity wrote:
1) If one doesn't like roleplaying, why does one play roleplaying games?
I don't mean to be disrespectful, but that seems like a strawman to me.
standard_gravity wrote:
2) If one is not talkative, why not chose a character that fits one's personality? Roleplaying is as much (if not more) about interpreting and developing a character as it is chatting a lot.
A player's tableside manner can vary a lot, changing from game to game and session to session. I don't feel that I should penalize a player who is tired from work, hung-over or whatever. If such a player shows up despite of their mood, I think it's great that the player has chosen to participate!
standard_gravity wrote:
3) As important as roleplaying (not only for purposes of allocating rez points but it general) is that the player is participating with the others around the table in developing a great story. Initiative and storytelling should then be rewared with rex points too, IMO.
I have noticed that a lot of times when other people on RPG forums talk about "rewarding with XP (Rez in this case)" I barge in and say: "You are actually penalizing not-so-participating-players by *not* giving them XP". Perhaps therein lies the problem. I believe that all players should be rewarded more or less equally, while some people don't. Besides, EP already has a mechanic for rewarding roleplaying. Giving Moxie. Because that is temporary, instead of a permanent boost, I'd feel more comfortable giving it out for good roleplaying instead of Rez.
Moon-Hawk Moon-Hawk's picture
Re: Awarding Rez points

Regarding rewarding with XP versus penalizing without:
I don't want XP to be a way for me to tell them that they've having fun correctly or not. I don't want it to be a way for me to rate who is doing "better" at playing the game. I've generally found the best policy is to give out experience equally, based on how the group does, and then allow the players to nominate each other for sort of a "best moment of the session" at the end.

Sometimes it ends in one or two people getting nominated and getting a couple extra points, and sometimes they go around and end up mentioning everyone at the table and so everyone gets an extra point. It could be something someone did in-game, or a plan someone game up with, or anything someone did to make the session better. Basically anything that can end with "...that was awesome."

I find that players rarely nominate themselves, although it's always allowed, and they generally notice when someone hasn't been nominated in a while and try to do things to encourage them, draw them out, or sometimes simply go out of their way to look for the little ways that person does contribute, and nominate them based on that.

Oh, and if they don't participate and I don't really collect (m)any nominations, then fine, no bonus XP. There's no mandate, no pressure, no demands, but you know, they do it anyway.

It's always been a positive experience for me.

Cardul Cardul's picture
Re: Awarding Rez points
I tend to award XP/Rez a bit differently. I always give people 1 point just for showing up. I give other points based on objectives with the session. Finally, because I favour a more cinematic style, I reward players who take the more cinematic approach with extra XP, especially when taking the cinematic approach is riskier, and more likely to get them killed if they fail it. (Believe me...in the Robotech game I am playing in, my fellow players just kind of like stared at me..I do not know what they were expecting when I said the best way to get inside the Masters ship was to hijack one of their troop transports..High speed boarding pods on a ballistic arc through the door is ALWAYS the war to do that!)
remade remade's picture
Re: Awarding Rez points
Ah, the curse of XP. Why in nearly every RPG PCs gain skills and traits with "being in the adventure" :( It is so artificial. Unless something exceptional happens, like psi infection or overcoming of a phobia, adventures have no effect on PCs. Adventures are possible because of PCs' skills, not vice versa. Skills are earned by learning. And it takes time. I'd just ask what players do between adventures and improve their stats accordingly to it - if there is significant downtime. If you want to award players for something, award them with moxie - it is the right way. More natural and cinematic. And brave CPs will need this extra edge. And one more thing about rez points. Players start with characters worth about 2200 RP (counting free aptitude points, CP, backgrounds, factions, etc). Do you really think, that this 5 RP per adventure is so worth tracking?
Sepherim Sepherim's picture
Re: Awarding Rez points
I do it almost like Moon-Hawk does, and it has worked for me very well. I usually give same amount of rez-points to all players, according to what they all have achieved, and the fun we all had. I only change this in order to give fewer rez for people that, in one way or another, have harmed such fun (for example, taking a discussion out of character and starting a fight, or something like it). Then I offer them the chance to vote on two different cathegories: a) Who role-played best (deep interpretation of the character, etc.) b) Who made the story advance further (goals, plans, etc.) I found that this works rather well, and they end up encouraging each other, as well as not trying to stand out in order to get those extra points. Helps to make them collaborate, and see them all as a group who's destiny depends on all of their actions.