Difference between revisions of "Experience"

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It's also good to keep in mind that failure is not always a bad thing! Sometimes failing at a task or goal can be even more interesting than sailing through it with flying colors, and in turn become the spur for more complex character development. And as far as world storylines go, staff is just as interested in developing story twists based on characters' failures and losses as their successes and wins.
It's also good to keep in mind that failure is not always a bad thing! Sometimes failing at a task or goal can be even more interesting than sailing through it with flying colors, and in turn become the spur for more complex character development. And as far as world storylines go, staff is just as interested in developing story twists based on characters' failures and losses as their successes and wins.
==See also==
* [[Score command|SCORE]]
* [[Skills command|SKILLS]]


[[Category:Character Information]]
[[Category:Character Information]]

Revision as of 12:10, 24 June 2023

Experience points, often referred to as exp or xp for short, are a tangible measure of the experiences a character has accumulated in Avaria. Experience points may be spent to acquire or raise the many different skills which characters have access to. The only way to earn xp in Song of Avaria is to engage in roleplay -- all experience is gained through in-character interactions, posts, and storylines.

Usage

A character's experience points can be viewed using the command INFO, SCORE, or STATS.

Experience and enjoyment

You should keep in mind that while earning experience and boosting a character's skills is fun and rewarding, skills are not the end-all be-all of your time in Avaria. You will never miss out on storyline involvement or be excluded from plots based on your character's skill levels, although they may of course affect the options that are available to the character in a given situation.

It's also good to keep in mind that failure is not always a bad thing! Sometimes failing at a task or goal can be even more interesting than sailing through it with flying colors, and in turn become the spur for more complex character development. And as far as world storylines go, staff is just as interested in developing story twists based on characters' failures and losses as their successes and wins.

See also