There are two systems for interface zero. Savage Worlds and True20. In order to provide an answer that fits both concepts, I shall be vague on mechanical details.
The genre of Interface Zero is summarized thus:
What is Interface-Zero?
Interface-Zero is the True20 cyberpunk game from Reality Deviant Publications, combining elements of classic cyberpunk, post-cyberpunk, bio-punk and a touch of Japanese anime.
The world of 2088 is filled with adventure from the formerly-United States of North America, to the state run business arcologies of the New Chinese Mandarinate, from the Deep Net, to deep space and beyond.
The first commandment when running a game that you and your players are unfamiliar with is: Simplicity, simplicity, simplicity. Blatantly steal a plot from a novel. Looking at the TAP, my first thought is to steal the plot of Vernor Vinge's Rainbows End. It's trivial to adapt that world into cyberpunk, and offers a refreshing take on augmented reality separate from the one that the more traditional books (Shadowrun, for example) offer.
Don't start with a campaign. Start with a series of 1-2 session games designed to familiarize everyone with the rules and the settings. Run a game with the TAP, run a game with Corporate Espionage, run a game in the Sprawl. Encourage your characters to make throw away characters for each of these.
Once you've calibrated the groups' expectations and formed either an implicit or explicit social contract, sit down with your players and ask /them/ what they want their game to be about. If you've run vivid (yet simple) games, there will be aspects that have "hooked" them. If they want to be part of an organization, let them forge the history of the organization through a game of Microscope. Especially with cyberpunk (with its many options for "naah, we don't want to do that", you are at your players' mercy, and that's the best way to have it.
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Rough Campaign Map
The Curious Case of Edwin Rashomon
Roughly modeled after Rashomon, it's a great way to have the players explore a scenario with different characters (across multiple games) but a consistent theme. Watch the movie first.
Act 1: The court case, an exploration of a TAP enabled crime scene.
This first game, players will be corporate types, hackers, tagging crime scene for a criminal case. They will chat with the various investigating officers, and play with the TAP rules to create a scene for the court. You'll want a hacker, an icon, and a technician at least, and play them off the competing lawyers.
Act 2: The Husband's tale
The bodyguards and troubleshooters of the husband. They'll explore corporate politics and some troubleshooting. End the act with the encounter with the bandits.
Act 3: The Bandit's tale
Gritty gangland. A gang, taking the role of the bandit, doing shady work with their own views on what really happened. End the act with the encounter with the husband and wife. Make sure that the players can play the encounter out the way they want to, identical results are not very interesting.
Act 4: The Wife's tale, reconstructed
TAP and hacking. Get a visual reconstruction of the event from the wife's implant and associated devices. Lots of hacking, some palm-greasing. End the encounter with explorations from different feeds, presenting the wife's view.
Act 5: The court case. Let each player take a different side and have them argue it out.
This is designed so that you can show the players many different and vital aspects of the setting around some consistent narrative, but it may be a bit ambitious.
4e is modeled on approximately 10 encounters/level. So if you are playing 2 encounters/session then you will level approximately once every 2.5 months.
The experience point numbers in the game are built
so that characters complete eight to ten encounters
for every level they gain. In practice, that’s six to eight
encounters, one major quest, and one minor quest per
character in the party. (DMG 121)
That means that yes it will take you a bit over 2 years to get to L10 playing twice a month and probably longer to reach higher levels as paragon and epic encounters may take longer (higher XP budgets, PC damage doesn't scale as well with monster health at epic etc)
This has been borne out in my experience. My group meets weekly for about 4 hours. We usually get through two combat encounters in a session (or 1 combat and a social encounter or similar). We have been playing for a bit over a year and are nearly at L10.
Theoretically if this math continues (I don't think it scales quite the same way) and you can continue to finish 2 encounters in a session it will take aproximately 150 sessions to get to L30. at 26 sessions/year it will take a bit over 5 and a half years to level all the way to epic.
Addendum:
Here is a breakdown of time taken to Level from 1-30 assuming 2 encounter/session 26 sessions/year at 6, 8, and 10 encounter/level:
- 10 encounter/level -> 300 encounters -> 150 sessions -> 5.76 years
- 8 encounters/level -> 240 encounters -> 120 sessions -> 4.61 years
- 6 encounters/level -> 180 encounter -> 90 sessions -> 3.46 years
This gives you an idea at least of potential different rates at which you can level depending on how challenging your adventuring becomes.
Best Answer
WHile not having actually played BoL...
BoL has character advancement options, and sufficient flexibility, to be able to sustain a 10-20 session campaign.
Assuming each session is a story¹, that's 2-3 Advancement points per session. (p. 40) Which means 20-60 AP total.
Attribute raises cost current level + new level... Same for combat abilities. Note that 3 is maximum starting, but 5's are reasonably attainable, for both, without supernatural explanations.
Careers are cheaper... new level, minimum cost 1, to max of career level 5. A new career costs 1, remember?
So, let's assume joe is munchkined:
Assuming Joe goes the supernatural defense route, he could, if the GM lets him, abuse it by spending 7 points on defense 4, then 9 more on defense 5, and maybe 11 more for defense 6... for 27 of those 60 absolute peak for a 20 session game. And he'll be HARD to hit.
Or, more reasonably, he could spend them to raise assassin and soldier both to 5: 4+5+2+3+4+5=23 points, plus another to level 2 (1+1+2) for the same 27 points.
Assuming the character survives, maxing out any two is about half the campaign.
That all said, an adventure (saga, as it's called in the rules) is not always a single session; 2 or even three sessions could be used readily. In which case, Joe's not even going to twist his character that far.
Things to note for campaign play:
¹ the assumption of 1 session per story is made for a worst case analysis. The rules imply more like 1-4 sessions per story, perhaps more.