provisational story changes occur regularly, as the
CM makes constant behind-the-scenes adjust-
ments in order to keep the plot moving forward. If
the characters move in an unexpected yet logical
direction, the GM must be able to improvise new
scenes or characters on the fly. Fortunately, these
skills improve with time and practice.
AWARDING EXPERIENCE POINTS *
The GM should award experience points after ev-
ery session. The amount awarded is typically 10 to
20 XP per character for a session of two or three
major encounters and a handful of minor ones. An
additional 5 XP bonus may be granted for reaching
key milestones or completing story arcs. Playing
to a character's Motivation also grants 5 XP per
session at the GM's option. The GM may consider
awarding an extra point or two of XP for excep-
tional roleplaying or highly clever thinking. Pub-
lished adventures may recommend XP awards.
The GM should give the players an idea of the
source of their XP. For example, they may receive'
5 XP for avoiding a bounty hunter and another 5
XP for successfully transporting their cargo to their
client. Any bonus XP that is awarded should defi-
nitely be explained to the players so they may as-
pire to those standards in future sessions.
SPENDING EXPERIENCE POINTS
When awarding experience, the GM should
keep in mind what his players will be able to
spend experience points on and how muoyft,
costs. This is covered on page 92, but reprintr
ed here in Table 9-2: Spending Experience for
convenience. This only covers spending experience
after character creation.
MANAGING RECORDS & DOWNTIME
Between sessions, the GM and the players will find it
helpful to maintain certain records. The GM should
track XP and award it as needed. The GM should also
alter the group's current Obligation as needed. The
players should update their character sheets, particu-
larly if they increase their abilities or need to adjust
their listed equipment. It is also helpful if the GM or
a player keeps a journal or notes about each session.
This makes it easier to remember the events of the sto-
ry so far and track the movements or names of NPCs.
Not every new adventure picks up immediately where
the previous one leaves off. Most should include down-
time for the characters. This allows them to gain needed
training and carry out tasks that don't need to be played
out at the table. For instance, a smuggler might make
several uneventful runs between adventures. There is no
need to play out mundane events. The GM and players
should be ready to summarize what has occurred during
the downtime between adventures.
FEEDBACK AND
IMPROVEMENT
Constructive feedback is critical for GMs, particularly new
GMs, to learn what they can do to improve the game-
play for everybody. The GM should ask for feedback
after every few sessions, or after a particularly difficult
or dull game. Feedback may be taken as a group at the
table, but many players find it easier to discuss difficult
situations one on one with the GM. Feedback may re-
veal issues mishandled by the GM or players. However,
feedback more commonly helps the GM alter his game
to better fit player expectations, or vice versa.
THE GAME MASTER
EDGE OF THE EMPIRE