Goal Experience

This system is subject to change as we play the game and it is tested out during play.

The System
It takes 1,000 experience to level up and when you do you remove 1,000 experience from your total.

Each player can set up to 3 goals, which usually are set at the start and/or the end of each session. At the end of each session depending on your characters actions during play you will be awarded an amount of experience. Working on a goal, such as making rolls or as a character taking steps to further it within the game will grant 40 experience for each goal worked on. Once a goal has been deemed complete you will gain an amount of experience depending on its difficultly which is set by the DM. It is advised that goals are set with a feasible point where they are considered complete. A goal such as "Learn more about the world" is to vague and dose not have a point where you could complete it and thus you would never complete it. More specific goals that lie within "Learn more about the world" might be more relevant, such as "Learn more about X race", "Learn more about the mages Guild magic", and "Learn about the relationship between NPC and Player".

A parties goals are also encouraged to overlap another, they can be the same but they can also be slightly different in approach. This encourages the narrative of why player are working together, because they have similar goals.

You are able to fail goals or reach a state where goals are no longer relevant or obtainable. For example if your goal is to "protect NPC from the mage guild" and that NPC dies during the story you have failed the goal and thus don't gain the experience from it. Another thing that might happen is that the story might move on from a goal you were trying to accomplish. For example if you have the goal "Befriend NPC" and you move on from the city where that NPC that goal might no longer be achievable.

Why?
This is done so that players are awarded experience for more than just dealing with monsters and give a mechanical means to motivate characters to achieve goals. It also helps the GM understand where the party/players are going within the world and helps them prepare things relating to those goals. Since the world is open and the party can go anywhere it puts a mark to what the players are interested in doing.

Different player levels?
This might mean that some players might be higher level than other players and from what I have seen in other games is that this is fine. Players are typically just 1-2 sessions behind one another and sometimes players who were previously behind in terms of total experience can overtake the player with the most depending on how well they are able deal with their goals.

The largest thing that creates a large gap in terms of experience is if a player regularly or for a period cannot make it to sessions, since experience cannot be earned if you do not show up then someone that does not show up for sessions can fall behind. There is a natural rate of players being unable to show up to session that affects every player so missing a session or two is not a problem when generally everyone is expected to miss one of two. However if someone consistently misses sessions or cannot make it for awhile it might be best for that player to put their character into the background for a bit or say that this game might not be for them.

Optional Rule: Last Past The Post Leveling
If different player levels is an issue for the party a rule can be set in place to say that the party only levels up once every player has achieved the necessary 1,000 experience. This means that players earn have different amounts of experience but only spend it when everyone can level up.