XP Pacing
XP Pacing
AX.GHW.14.02.04
Baseline and Advancement
From core rules: 3 XP per session baseline. Stage 1 unlocks at 10 XP (~3–4 sessions), Stage 2 at 25 XP (~8–9 sessions), Stage 3 at 50 XP (~17 sessions).
Bonus XP (0–1 per session, GM discretion): - Exceptional roleplay that advanced the story or revealed character - Creative problem-solving that changed the scene's outcome in a meaningful way - Character decision made against personal interest for a principled reason
Reduced XP is not a punishment mechanic in AX.GM, sessions where the characters struggled or failed still award the full 3 XP. The learning is in the difficulty; reduction would compound the problem.
Pacing by Campaign Structure
| Structure | Typical Session Count | XP at End | Expected Stage |
|---|---|---|---|
| Monster of the Week (short) | 6–8 sessions | 18–24 XP | Stage 1 unlocked; approaching Stage 2 |
| Monster of the Week (extended) | 12–18 sessions | 36–54 XP | Stage 2 unlocked; some at Stage 3 |
| Conspiracy Arc | 10–16 sessions | 30–48 XP | Stage 2 solidly unlocked |
| Apocalypse Now | 6–12 sessions | 18–36 XP | Stage 2–3 range |
| Full campaign (MoW → Conspiracy → Apocalypse) | 25–40 sessions | 75–120 XP | Stage 3 reached by mid-Conspiracy Arc |
| ### Power Level Transitions |
Characters begin at one power level and advance through play. The transition from Street Level to Regional to National should feel like a change in scope, not just statistics.
Street Level → Regional (around 25 XP, Stage 2): The characters have proven competence in their initial domain. Their reputation precedes them. Organizations that were Neutral begin to notice them specifically. The threats they face should begin escalating from Standard to Elite tier consistently. The characters' access to resources has grown; they can source Restricted equipment, their Network contacts are higher-tier, their organizational affiliations have provided standing.
Regional → National (around 50 XP, Stage 3): The characters are operating at the scale where their actions have implications beyond the immediate scene. A resolved conflict at this level changes organizational relationships, shifts community power dynamics, and may affect how The Veil holds in a region. The threats they face are Champion-tier; Legendary threats become possible. Their organizational relationships are deep enough that their choices have political weight, organizations they've Allied with owe them something; organizations they've Opposed actively consider them a factor.
Managing Mixed-Level Groups
In groups where characters have advanced unevenly, adjust threat encounters to present appropriate challenge without leaving anyone behind:
- Standard/Elite mix: Lead with Standard-tier threats that have Elite backup or reinforcement; the Elite-tier characters have more options but the encounter is relevant to everyone
- Elite/Champion mix: Champion-tier threats should require coordination; no single character can handle them alone regardless of power level
- At National level, character-to-character power variation matters less than tactical approach, the threats are large enough that individual statistics matter less than planning