Table of Contents
Front Cover Front Matter Introduction Welcome to Season Four! What You’ll Need to Play How to Read This Book The RiM: S4E Team Character Creation D.A.S.H. Design Aspects Statistics Headway D.A.S.H. Example Playing an Episode Structure of Gameplay Making Checks Advantages & Drawbacks Acting in Harmony Damage, Recovery, & Sidelining Using & Restoring Valor Ending an Episode Character Advancement Learning Lessons Experience Points Purchasing Edges Edge List Library of Edges Magic & Spellcasting Magic Is as Magic Does Creating Spells Casting Spells The Canterlot Archives Running an Episode Being the Game Master Collaborative Storytelling Getting Things Started Checks & Difficulty Targets Damage & Sidelining Lessons & Experience Variant Rules Plot Points Equestria Girls Paragon Ponies Wide, Wide World Epic Experience Encyclopedia Equestria Premade Episodes The House of Enchanted Comics Ars Unicornia Mutants and Maresterminds Whinnystrad Miscellaneous Character Sheet A Note for Developers Updates & Resources Single Page Version (for print)Epic Experience
This variant dramatically simplifies character advancement, for groups which are more casual or adventure-oriented, and don't want to use the default Lesson-based Experience Point system.
Using this method, the GM first makes the decision after the end of an Episode as to whether or not the group of characters satisfactorily completed the Episode, and if they did so in a positive moral or ethical way (or at least made an earnest attempt to do so).
For example, if a group of characters is supposed to obtain an old map from a museum, they might do so by negotiating with the museum and doing a favor for the curator, or they might do so by simply stealing the map. It is left up to the GM as to what impact this has one way or the other on whether or not the group's completion of the Episode was positive or not.
If the GM decides that the characters completed the Episode and did so in a positive way, rather than awarding Experience Points to the characters, each character simply chooses one new Edge, purchasing it as if they had used Experience Points to do so.
If the GM decides that the characters did not meet the requirements to advance in this way, they are free to award Experience Points instead, for Lessons the group may have learned along the way. In this way, the two systems can be used interchangeably.