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The Old World: Grim and Perilous

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be the discovery of some important information,

the defeat of a less important follower

of the main adversary, the closing of a minor

subplot, etc. Achieving these goals should happen

quite often and will therefore be the main

source of XP for player characters.

Major goals are the turning points of a story

and achieving them closes a chapter of a campaign.

It can also be the closing of a character's

personal storyline or a large side storyline.

We suggest granting - XP for achieving

a minor goal and -XP for major goals.

At your discretion, you may also grant an occasional

XP for brilliant ideas or playing to

a character’s motivations. Altogether, it should

be sufficient for Players to feel their characters

are developing but won't result in runaway

power creep.

But how many goals should be achieved in

a single game session? Usually, it will be - minor

goals in a regular game session with an additional

major goal if it's a chapter's finale, but

the true answer is - it doesn't really matter! You

will have sessions where not a single goal has

been achieved and sessions with multiple goals

completed. We want to untie XP gained from

a number or length of the game sessions and tie

it to what actually happens during them. If your

Players are active and focused on the game, they

will surely achieve something. But if it's one of

those slacky sessions where you mostly chat

and joke (there's nothing wrong with that!), we

believe players will understand if their characters

get little or no XP.

Magic Items

When it comes to magic items, if you are using

the default adventurous tone in your campaign,

one or two moderately powerful magic

items (e.g a sword with additional + damage

or a bow with Guided item quality) per chapter

should be enough to reward the PCs. The exact

number of magic items available to PCs is

at your discretion, although at the end of a long

campaign, each of the characters should have at

least one.

Characters Background

Our experience shows that Players whose characters

have an interesting background with

personal threads that appear during the game

sessions have much more fun and less often

abandon the ongoing campaigns. Note that we

do not encourage you to persuade players to

write long stories describing the history of their

characters, but rather to make players think

about how the characters are part of the game

world. They certainly have families (forget lone

wolves and vengeful orphans! This is an awful

cliche…), acquaintances, possibly close friends

and former enemies, and maybe unfinished

business that could culminate during the campaign.

Genesys gives you Motivations - a powerful

tool that allows you and your Players to

easily create new personal threads for the characters.

Why do characters fear what they Fear?

How did they find their Strength or what drives

their Desire? These questions can be answered

during your sessions to add additional depth to

the story or build a character arc, but they can

also become a subplot or even the main plot of

an entire campaign.

Weaving the personal threads of characters

into the plot of a campaign will result in greater

Player involvement, which will translate

into the overall quality of the campaign. It also

perfectly harmonizes with the previously proposed

dependence of the experience gained on

achieving personal goals.

You may notice our strong emphasis on giving

a family to a character. We are aware that having

family may be seen as a handicap for some of

Players. Especially when in previous games family

members were used only to torment the PCs

or serve as low effort adventure hooks. To counteract

this, our advice is to make some members

of the PC's family important characters, or at

least a way to sometimes offer some help to PCs.

Speaking in the context of the game mechanics,

family members may provide numerous small

favors but rarely big favors as well.

Changing specializations

and professions

Classic Warhammer campaigns share the common

issue that the makes traditional career

system impractical as they do not provide time

for the professional development of the PCs.

Fortunately, this problem is greatly reduced

in The Old World as characters cannot change

their starting careers and it's unlikely for them

to have enough XP to spend on more than two

specializations, especially if they want to purchase

a specialization outside their career. In

200 The Old World: Grim and Perilous

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