--- In rpgwritersclub@yahoogroups.com, "Iconoclast" <iconoclast_@...>
wrote:
> If I may suggest, you may want to put in an Experience Gain guide
for GMs, with a
> mindset of encouraging traditional superhero values. For example,
you wrote that some
> players may choose to kill off villains so they won't be harassed
by them repeatedly.
>
> To counter this, you can offer three times the XP reward for seeing
the criminal is put in
> jail, as opposed to the "hero" snuffing them out. Likewise, there
could be a reward for
> every innocent bystander saved, and maybe double if the hero has
to "take a hit" to save
> an innocent.
I address this in a similar way by suggesting as a second option,
reducing the number of experience points awarded to heroes who kill.
I think this achieves the same affect as awarding more to those who
don't kill, both result in killer receiving less experience that
those who don't and so develop more slowly.
I thought that at only 2 points the rogues gallery gift was rather
cheap.