EXPERIENCE

Characters advance levels by earning experience points (XP). The most common way to earn XP is on adventures. Players earn XP by talking to spirits, casting spells, finding treasure, good role-playing and solving mysteries or puzzles.  AM's earn XP for running adventures, and running them well.  Those people who help an AM run an Adv. can also earn XP, whether they monster, play roles, help set up or other such activities.

AM's

The formula  to calculate how much XP and AM earns for running and Adv is as follows.  First every AM receives a base 500 points.  Then each player fills out a score sheet rating the Adv.  There are four categories that each are scored from 0 to 25 (in intervals of 5).  The categories are:

Role-playing • How well was everything brought to life?  (Acting, sets, effects, music, etc.)
Depth and Originality • How well was the plot shaped? How well were new ideas presented? Were plot ideas conveyed to the players in a way they could figure out?
Organization• Did treasures and trading work smoothly?  Did things occur in a timely fashion?  Did players have too much "Waiting for AM" times?
Challenge• Were the players unnecessarily outmatched? Were problems too easily solved?  Was the player forced to spend more money than was findable/attainable?

So the AM's receive 0-100 experience points from each player. This is added to the 500. The last factor is determined by how many Full AM's are on an Adv.  Since a single AM does considerable more work that a team, they receive the full sum of the above. For each AM beyond the first 10% is deducted from that amount and each AM receives the remainder. (1 AM - 100%, 2 AM's 90% each, 3 AM 80% each, etc.)  The total XP are then rounded to the nearest increment of 5.
If not all players give the AM experience, whatever experience scores they do receive will be averaged to determine the missing scores.  If no-one gives the am XP, a score of 85 per player will be used.

Quasi-AM's
We need a better name for this group. This is for meant for those people who help the AM run the Adv. Some examples are:
   • Someone who plays a large dedicated role for the most of the Adv
   • Someone who performs a significant share of AM duties (writing, refining, plot development, etc.) 
This individuals can receive up to 500 XP for the Adv.

Helpers & Monsters
How well set up, various roles and monster-ing come off can determine the success of many Adventures.  Those who help AM's with these functions can earn up to 100 points for the event.

Players 
Players can earn as much XP as their actions warrant on an Adv.  They gain levels by totaling up those experience points. The table below show how many experience points you need to obtain a given level. 
   Level 1:              0
   Level 2:        1,000
   Level 3:        2,000
   Level 4:        3,000
   Level 5:        5,000
   Level 6:        7,000
   Level 7:        9,000
   Level 8:      12,000
   Level 9:      15,000
   Level 10:    18,000
   Level 11:    22,000
   Level 12:    26,000
   Level 13:    30,000
   Level 14:    35,000
   Level 15:    40,000

These are the things that earn you experience:

Speaking with a Spirit

Treasure:

UNFINISHED

Non-Adv XP
Outside the game itself players can earn up to experience points for creative works.   Up to 100 points can be awarded for each installment of an Adventured based story printed up in the Legacy.  Paintings, tapestries, large installments, land clean-up days, etc all count.