I'm just wondeirng how everyone handles Leveling player characters with Conan...
One of the things I've always been concerned about is the fact that Conan stories from the beginning were told widely out of order. Has anyone developed a way of telling your stories so that you can "go back in time" and tell a story from the PC's past?
and since Conan isn't as much about "collecting" treasures or hordes, I'm feeling the same way with giving Experience Points...
So I've been keeping track of when it's "appropriate" (based on session events) for Player Characters to go to the next level and just awarding the level to them, rather than having them keep a tally of their xp.
I'm still thinking about how to give xp and how to go back for past stories...
last thing - how do you feel (if you DO tell past stories) about the fact that continuity COULD be screwed up if a PC is killed, looses a leg, etc...... Meaning their "future stories" that they've already played in game sessions shouldn't have been the same.
I just ran my first "past" story and one of the Players was having a very hard time of "letting go" of linear continuity. Not firewalling info - simply getting past the fact that, his character "couldn't" die.
I told them prior that I wasn't holding ANY punches and if they die... they die... we'll figure out WHERE to go with the reason the character "showed up" in future stories if needed....
anyway - the session went fine, with actually several very COOL events foreshadowing "future" events and while the PCs nearly were decimated they pulled it through.
thoughts??
-kev-
One of the things I've always been concerned about is the fact that Conan stories from the beginning were told widely out of order. Has anyone developed a way of telling your stories so that you can "go back in time" and tell a story from the PC's past?
and since Conan isn't as much about "collecting" treasures or hordes, I'm feeling the same way with giving Experience Points...
So I've been keeping track of when it's "appropriate" (based on session events) for Player Characters to go to the next level and just awarding the level to them, rather than having them keep a tally of their xp.
I'm still thinking about how to give xp and how to go back for past stories...
last thing - how do you feel (if you DO tell past stories) about the fact that continuity COULD be screwed up if a PC is killed, looses a leg, etc...... Meaning their "future stories" that they've already played in game sessions shouldn't have been the same.
I just ran my first "past" story and one of the Players was having a very hard time of "letting go" of linear continuity. Not firewalling info - simply getting past the fact that, his character "couldn't" die.
I told them prior that I wasn't holding ANY punches and if they die... they die... we'll figure out WHERE to go with the reason the character "showed up" in future stories if needed....
anyway - the session went fine, with actually several very COOL events foreshadowing "future" events and while the PCs nearly were decimated they pulled it through.
thoughts??
-kev-