The companion how-to for Understanding XP, BLOO & EP. This is where you change what the three currencies are called, whether energy exists at all, and what happens as players level up.
Renaming XP, BLOO & EP
In Adventure Settings, the Core Mechanics panel (on the General tab) gives each currency a long and a short label: XP Long Label / XP Short Label, Currency Long Label / Currency Short Label, and Energy Long Label / Energy Short Label. The defaults are Experience Points / XP, Bloo coins / BLOO, and Energy Points / EP.
Relabel XP as "Skill Points" / "SP" to fit a corporate training theme, or BLOO as "Guild Coin" for a more game-like Adventure. The mechanics underneath never change, only what players see them called. The Nickname field on the same panel renames what a player is called across the Adventure — "Explorer", "Recruit", whatever fits your theme. Write it in the singular.
Turning Energy On or Off
Energy is its own switch: the Energy Points (EP) feature in Adventure Settings → Features. It covers the whole energy economy — EP rewards on milestones, challenges and achievements, the energy bar, EP on the certificate, and random encounters. Switch it off and EP disappears from every screen, and no encounters are dealt.
If you leave it on, give players a way to earn energy back: Garden Tasks can pay Reward Energy, and that's what encounters spend.
Adventure Ranks
Ranks turn a raw level number into a title: Level 5 becomes "Bronze Explorer", Level 15 becomes "Guild Master", each with its own badge. They're set on the rank ladder, Adventure Settings → Ranks tab → Adventure Ranks:
- Create the ranks first, as achievements with the type Rank. If none exist yet, the tab offers Create the first rank.
- For each rung, add a row with a Level and the Rank achievement it awards. Add Rank adds another row.
The ladder is level-based and nothing else: a Rank achievement doesn't use Auto-Grant Conditions. When a player reaches a rung's level they receive that rank (and any lower ones they'd skipped) with a level-up message showing its badge, and the highest becomes their current rank. A GM can grant a rank by hand, but not to a player below its level. More on designing the ladder in Achievements, Paths & Ranks.
A Practical Approach
Don't rename everything on day one. Start with the default XP/BLOO/EP labels, run a small pilot group through the Adventure, and only rename things once you've confirmed the mechanics feel right. Renaming is cheap and reversible; re-tuning reward math after players are mid-Adventure is a much bigger disruption.