DISCUSSION TOPIC: Campaign Scale and (new) Character XP
So, you are three-ish missions away from finishing the campaign with the Tyranids on this planet, assuming you continue to have Success or Outstanding Success on each mission. I don't think I've been too easy on you as a whole - granted, so far only NPCs have actually died - but given the fickleness of the dice roller you can see how even when faced with a swarm of genestealers like the cavern mission, they can consistently fail their dodges and their attacks to such a degree that it makes you all look like heroes. Every. Damn. Time. ;)
But, the question has arisen as to what new characters coming into this campaign should have for starting XP, with regards to how difficult the next series of missions will be, how much XP the current roster has [on average], and how long each of you may have invested in this game since coming on board.
I agree that once you've put an actual year of your life into a game on RPoL, there should never be a back-sliding of rewards. You should never have to start at ground zero again, not just as a reward for longevity or dedication, but as a common-sense tactic of allowing new characters to come in with a comparable skillset and expected longevity...which, let's face it, isn't supposed to be long in this particular game.
Because, let's be honest - this was initially a meatgrinder game, where I thought, with a roster of 12 to start off with, we would have such high turnover [in deaths] that we decided to make the Comrades be secondary/backup characters so that there wouldn't be days of waiting for someone to make a new character, or of making them sit on the sidelines for months until the current mission ended so they could come back in with someone new. Heck, I even planned on NOT letting people burn a Fate Point to stay alive, just because of the nature of the game; FP were only there to provide extra rolls, bonus initiative, or an optional 'Heroic Death' [which is still in place] to give characters a sense of accomplishment WHEN [not IF] they died and had to make a new soldier.
In the two years since, we have shifted to a more traditional RPG with this, and FP can be burned to keep a character from dying on the battlefield. I'm not disappointed with this. Some want it to remain a deadly game, which it shall; others recognize the niche they fill and want to keep things as they are for a wee bit longer, until more options are unlocked through mission successes. I am fine with both.
My plan here was to make each campaign pose a different threat to the Imperium in the form of interracial strife/encounters and natural disasters. Start with the Tyranids here, then move to Ork or Dark Eldar or Chaos, then the next and so on. Each new campaign would begin with the threat at the baseline of danger to the troops - meaning a new character or comrade with 'only' the starting 1600 XP would not feel overwhelmed and would stand a better than average chance of surviving their First Fifteen Hours. The veterans of the group [of which there might be less than half] would be the vanguard, and although tougher and more skilled, would also face appropriate challenges to their skills and talents. As the campaign progressed, each new mission would be harder than the last, culminating in the Boss encounter to finish the whole series.
However, it has been suggested to me that starting new characters with such a disadvantage in xp has the potential to demoralize new players when they see the XP gap between their new recruits and the long-term survivors. I do not disagree, but feel that this is a necessary part of the game; veterans would not likely be released from their home unit to come to the Zakurians [though Zakurians can freely be reassigned within their own regiment] so the odds of having someone with 3k, 4k, or more xp later in the game suddenly show up to replace a lost soldier doesn't seem realistic to me.
It's also suggested that people who put [up to] these last two years into their characters and then restart, either by choice [taking a new meta or career] or by design [damn those filthy 'nids] would then be giving up their seniority and position by effectively starting over with a new grunt. Again, I see the logic here and agree with the statement [which I've paraphrased of course]. I am not unsympathetic to seeing people waste their time and efforts here. There are many games that replace a mid-to-high level character who leaves/dies with one of comparable skill and power. This game was not intended to be one of those games.
Still, it is a character driven campaign, from the choice of regimental bonuses to the enemies faced to the choice of missions during downtime. I don't feel the need to railroad the group, even with Jansen being the defacto leader in the field, because you've been given enough RP license to freely move in any direction at any time. I don't use Summary Execution on PCs and I don't feel the need to say "No!" every time someone comes up with a concept or idea that may change the game from my original intent, because it just might change it for the better. Right?
So...let me know what you think about both of these topics:
1. Should new characters start with more than the 1600 xp now or at some time in the future? Does it matter whether it is a new player to the game or an old veteran changing or replacing their character?
2. Do we want to have each new campaign reset the difficulty scale to 1, and ramp up to Boss as intended, or shall we have the series of campaigns be on a constant upward slope, with the things faced after the tyranids starting off at Danger Level 3+ in order to more effectively challenge your veteran characters when they arrive?
As always, your input is both welcome and appreciated. :)