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Credit and Item rewards


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#1 Cancid

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Posted 10 January 2013 - 11:45 AM

Im running my first adventure this weekend. I was curious, the book addressed xp rewards but not credit/item rewards per session. And suggestions on how much income players should be getting?



#2 aljovin

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Posted 10 January 2013 - 01:31 PM

The first adventure offer 1000 credits per player if I remember correctly, this sounds about right. You don't want them to get too rich (though Obligations will drain their income!), but you don't want them too poor, so that they have a hard time paying for thier ship!



#3 ShiKage

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Posted 10 January 2013 - 03:02 PM

1000 credit reward per player is what they give at the end of the beginner box adventure booklet. However, would it be reasonable for this to increase with their experience level as well? Or stay about the same? Of course, it's then likely that their need for resources outside of personal spending could increase, such as keeping the ship operating, paying off old debts, buying information about their lost sister they're trying to find.. or what have you.. I could see it going either way really. After all, it's not like they need to buy new upgraded enhanced gear at ever increasing prices really.



#4 chrisdk

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Posted 11 January 2013 - 12:21 AM

Well, considering that this isn't a D20 clone and I am not aware of any "official play" kind of offers like RPGA it doesn't really have all too much use for "wealth by level" type recommendations.

 

Also as a GM you have very many tools to regulate player wealth in this system the foremost being obligations and paying them off or taking them on. So go with whatever makes for a good story with your group. I personally like it if they have enough to buy stuff that they need, but little enough that they ask the question wether they reall need that stuff.



#5 aramis

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Posted 11 January 2013 - 08:39 AM

The follow on has some rewards earned just by selling stuff found aboard ship. Plus cash hidden on the ship.

Figure that it's going to be some 3-5K Cr to fix up the ship if it got shot up. (That's 6-10 Hull repaired)

It's all too easy to make them go broke. 






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