Growth Experience

 


Challenge your character, and by extension yourself, with tough situations that cause the character to question their beliefs and deal with the situations outside your comfort zones. This gets away from the typical Light Side / Dark Side choices of Star Wars and presents you with real troubling and trying situations where the "right choice" isn't always easy. 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, there are other conditions where experience can be accrued:

Learn From Your Mistakes [2 XP]
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 experience as they have experienced immense pain or hurt by attempting whatever they did.

A Bad Shot [1 XP]
A player character fails a combat check (excluding group checks). In the heat of the firefight, a missed shot could mean your life. An unfortunate quip to a particularly drunk Wookiee at a cantina could mean you get your face beat in. Players failing checks will receive XP as they learn from their mistakes.

Act On Your Motivations [2 XP]
Motivations are within the SWRPG Core Rulebooks but often underused and forgotten. This is to create incentives to use these motivations. Acting in a way that is considered unwise, causes difficultly, increases player jeopardy, jeopardizes mission success or increasing the complexity of the situation. Explain to the other players why what you are doing is for the greater or moral good.

Challenge Your Motivations [2 XP]
Challenge your core beliefs in a way that represents a crisis of faith or morality. 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?

Inner Peace [5 XP]
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 Whatever resolution you find, your motivation is no longer applicable to the story and thus changing your motivation to something new - growing your character.

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