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Alpha Dawn - Star Frontiersman

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work week is five days of work with three days off.<br />

One way to determine how much to pay is to pay 10<br />

credits per level of skill per day plus 10 to 100<br />

credits per day depending on the danger. You<br />

probably should pay no less than 20 Cr/day and no<br />

more than 500 Cr/day.<br />

Pay does not have to be just credits. You may agree<br />

to pay for medical care, or you could provide<br />

equipment with the understanding that characters<br />

get to keep it when they finish the job. You should<br />

always provide free transportation to the starting<br />

point of the adventure.<br />

At the end of an adventure, the characters will<br />

return to their employer to collect their pay. You<br />

should pay them according to their degree of<br />

success, paying less if they failed to complete an<br />

important part of the mission, or paying a bonus for<br />

excellent work or delivering more than was<br />

expected. In this way, you can use pay to encourage<br />

players to complete a job. Remember that half of<br />

their pay should go to cost of living. If a character is<br />

unemployed during any week, he can find a job that<br />

will cover his cost of living and give him an<br />

additional 5 Cr per week.<br />

Experience. A character learns things and improves<br />

himself through his experience on adventures. At<br />

the end of an adventure a character gains<br />

experience points (XP) which he can use to raise his<br />

ability scores, gain new skills or improve old skills.<br />

The referee awards experience points at the end of<br />

an adventure or evening of play, based on how well<br />

the person played during the adventure. This reward<br />

encourages good play. Experience points are<br />

awarded for accomplishing each goal of an<br />

adventure. A character who survived but did not<br />

contribute anything to the group's success should<br />

receive only 1 XP for that goal. If a character<br />

accomplished his job and nothing more, he should<br />

receive 2 XP for the goal. If a character did an<br />

excellent job or contributed greatly to the group's<br />

success he should receive 3 XP for the goal. On the<br />

average, player characters should be receiving<br />

about 3 to 7 XP each during an average evening of<br />

play. The referee should never award more then 10<br />

points for one adventure.<br />

How to Be a Good Referee<br />

A good referee never tries to beat the players, but<br />

tries to create exciting challenges for them to<br />

overcome. You must match these challenges to the<br />

abilities and resources of the player characters. If<br />

the challenges are too easy, players will lose<br />

interest. If they are too hard, player will be<br />

frustrated and no one will have fun.<br />

88<br />

Be fair when you make decisions, and treat all<br />

characters the same. You must be flexible; if players<br />

are having a hard time with the adventure or are<br />

missing important information, adjust the situation<br />

so they still have a chance to succeed.<br />

A good referee takes notes during an adventure.<br />

You must remember anything that can affect the<br />

course of the adventure: did the characters turn off<br />

the alarms on their way in? Have they seen these<br />

poisonous trees before? How did they treat this NPC<br />

the first time they met?<br />

Is it hard to be a referee? Your ability to be a fair,<br />

decisive, thoughtful referee probably is better than<br />

you suppose, for you already have a number of tools<br />

you can use. You can use your imagination to create<br />

interesting events and to deal with unpredictable<br />

actions by your players. You can use your players'<br />

imaginations too. Listen to the things they say<br />

during the game; they might give you some ideas to<br />

use later. You can also get ideas from stories you<br />

read and movies you see.<br />

As the referee you are the final authority in the<br />

game and you can use that authority to make<br />

decisions and settle arguments. You also can control<br />

the game so that it is fun for everyone; don't let<br />

dice rolls decide how the game should be run if it<br />

just slows the game. Use your own judgment about<br />

what is fair. You can use your knowledge of how<br />

things happen in life to help you make decisions<br />

about the game.<br />

As referee you also control how the characters will<br />

be rewarded, and you can use rewards to encourage<br />

good, thoughtful play. If they succeed through good<br />

decisions, you can give them extra experience<br />

points or a pay bonus.<br />

Remember that you have a major advantage over<br />

the players. You know everything there is to know<br />

about the adventure and just why something<br />

happens. The players know only what their<br />

characters have discovered. You can use this<br />

knowledge to create mystery and to make fast<br />

decisions when your characters do something<br />

unexpected.<br />

How to Referee Creatures<br />

During an adventure, creatures as well as intelligent<br />

alien races may be encountered. Because there is<br />

such a great variety of creatures on one planet and<br />

so many different worlds to adventure on. it is<br />

impractical to give a list of all known creatures. The<br />

referee must create the creatures in his adventures.

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