Victory Points
Victory Points (or VP) allow you to track the PCs' progress using a subsystem to go beyond the results of a single check. Victory Points have almost unlimited potential as a campaign tool; you could track and resolve them within a single encounter, or you could collect them over the course of an entire campaign to determine the outcome of a particular story element.
Naming Your Victory Points
Victory Point Subsystem Structures
Accumulating Victory Points
In a variation of this structure, the PCs' adversaries can also accumulate Victory Points, giving the PCs a moving target—either to reach the goal before the adversary or to have more Victory Points than the adversary at the end of a given time frame. This is a great structure for you to use in a situation where the PCs face opposition rather than having the PCs accumulate Victory Points while adversaries decrease the total since it's dynamic and less at risk of resulting in a stalemate.
You can track a subsystem at a larger scale, like over the course of an adventure or campaign, by granting the PCs Victory Points for achieving difficult goals or making particular decisions. Such subsystems usually ask the PCs to compare their accumulated Victory Points against several ranked tiers that each have varying results on the story. Typically these results become more positive for the PCs as they acquire more Victory Points, but sometimes succeeding too fully could have unintended consequences, like convincing a mining colony to support work reforms only for it to escalate to an armed revolution. If you're making your own subsystem, you might not define these ranks in full, but just use your best guess at the end.
Accumulating Rolls
Diminishing Victory Points
Diminishing Rolls
Multiple Point Subsystems
Infiltration offers a different example of a Victory Point subsystem with multiple types of points. PCs try to get a certain number of Infiltration Points to successfully infiltrate a location while avoiding giving Awareness Points to their enemies through failure.
Consider combining the multiple points with a time factor, like in infiltrations, where the PCs automatically accrue Awareness Points over time at a slow rate.
Obstacles and DCs
Think of some possibilities that are much easier and some that are harder. Who are your PCs opposing, and what weak points might that opposition have that the PCs could exploit? Set those DCs lower or make overcoming them grant more VP. PCs who do their research or come up with clever strategies should find it easier to overcome the challenge.
Setting your Scale
This larger scale is intended for subsystems that take a lot of the party's focus. A subsystem that runs in the background during an adventure should use a smaller scale. This is usually the “adventure-wide, sideline” value. It could be even lower, such as if you have a city-based adventure including several opportunities to interact with a street gang to get some small benefits. Though they appear throughout the adventure, you would use a lower value because attaining the VP is a minor part of the story. In fact, you might choose not to use a VP subsystem at all.
The table also lists numbers for one or more thresholds. These are the point values at which the PCs get a partial benefit (or, for a diminishing subsystem, take a drawback). You should grant partial benefits when the PCs reach a certain threshold or introduce twists to the subsystem to ensure they continue to feel engaged and rewarded over time.
The values also depend on various factors. These might include the DCs, the number of chances the PCs get to gain Victory Points, and the flexibility of how the PCs can deploy themselves (for example, if PCs are all forced to try something they might not be trained in, it could cause critical failures). They might also include the amount of effort the PCs need to spend on tasks that don't directly earn Victory Points—such as checks to Discover information about NPCs using the influence subsystem. Keep all these in mind when deciding what end point you want to use.
Duration of Challenge | VP End Point | VP Thresholds |
---|---|---|
Quick encounter | 3–5 | — |
Long encounter | 7–10 | 4 |
Most of a session | 15–25 | 5, 10, 15 |
Adventure-wide, sideline | 15–20 | 5, 10, 15 |
Adventure-wide, forefront | 25–50 | 10, 20, 30, 40 |
Running Your Subsystem
You can even have challenges that require all the PCs to participate. For instance, if a ritzy nightclub's owner is welcoming every guest individually, each PC might have to make an impression in their own way, or during infiltration, each PC might have to test their ability to Impersonate or Sneak. You'll likely find that some approaches should be automatic successes if the character making an attempt is well-suited to the task, or automatic failures for ideas that are likely impossible or that rely on abilities the character doesn't possess.