Continuing my exposition on
table procedures for common exploration feats & rules, which began here with
part one.
Like spice melange, the Xp must
flow.
And flow it should, from multiple
wellsprings.
Advancement mechanics act as
player behaviour drivers and what they reward ultimately serves to define what a given
running’s all about. This informs my interest in affording a modicum of choice
between options rather than reducing the whole process to a simple univocal
“gain” mechanic, certainly not limited to death-dealing.
We’ve all been there, done that
and gotten the mythril t-shirt. The plan’s to keep it old school, with some
twists. I’m doing like the Inca civilization here so no invention of the wheel at all: Xp is
to come mainly from loot, with second fiddle reserved for death-defying stakes
through combat and some residual thought given to hazard and survival.
A World of Dunces
The game’s setting will operate
on the presumption that NPCs have no inherent level. Being levelled implies a
world of potential simply beyond the reach of most mere mortals, it implies
that more can be attained, that the peak of one’s abilities
and condition has either been pushed up way past the cloud cover or altogether
removed, the way to demigodhood laying ripe for the paving.
Of course, enemies – sentient
ones – can acquire greater skill in arms and resilience, but I feel no need
whatsoever to align and harmonize these facts into a coherent system of levels
common to all characters.
Are You Experienced?
I’ve toyed and tinkered with
mechanical ways of keying a character’s starting Xp to his age or stats but
ended up bowing to the simple gaming truism of “a player begins a game with
zero points on the scoreboard”.
No matter a character’s age,
physical potential or status, it must be assumed all the time up until now was
spent accruing the life experience to make it to first level. Not all of that
time need have been necessarily productive, as achieving first level simply
represents the moment the spark of greatness is ignited within the character.
Casualties of Cool
Straight from the page, narrativism
is very much ingrained in the 5E rules through the whole
bonds/weaknesses/bullshit (basically WoD’s lunch money) and the Inspiration
award which, despite its name, is a rather uninspired mechanic.
My head's banged on this wall
enough times to get a Pollock out of it: to award or not to
award Xp for roleplay, for treasure, for quests, for accomplishments, for
milestones, for tardiness (don’t laugh, I’ve seen it done), for mapping, for
journal keeping, for fetching the DM some cigs.
In short, I’ve seen Xp used in
completely tone-deaf ways and its attribution attached to totally arbitrary
acts and game-removed situations, some of them verging on homework assignment.
My own attempts to establish a
clean procedure for awarding rewards for roleplaying (as, for the longest time,
I was wedded to the idea) made me stumble on several blocks that ground at me
until I gave it all up:
- The slippery slope of reward
relativism (“X’s move was cool, but not as cool as that other maneuver
made by Y two turns ago, and even less than that other
stunt Z pulled last session”).
- The related fact that every
time a would-be referee acts as an arbitrary fountainhead of Xp this deepens the Player-DM
rift, as it forces table conformity to one person’s aesthetic vision and
quantification of coolness. The mantra for me being that a referee should
primarily provide challenges. Rewards, if any, should always come indexed to
the challenges provided, never to be pulled out of thin air.
- The fact that it is an inherently
dissociated mechanic.
- Being new player
unfriendly. This one was the deciding factor, as a long lasting game
thrives on the capacity for absorbing fresh blood and nothing feels more
cliquish than a group that knows which DM-buttons to push for extra sugar cubes
while the newcomer is left to conform or see his progress impaired.
Ultimately, my desire for making
the game an open table is what sold me on the idea that rewarding roleplay,
while not inherently wrong (I’ve done it in the past, which means I’m obliged
to stand by it to the death), definitely requires a narrative-driven running,
with both a talented (well, willing) table of players and a stable
ensemble of characters who can mature without bothersome stuff like getting the
loving shit murdered out of them in the midst of their precious growth process
clouding up the proceeds.
The decision as it now stands is
to keep things on the dry and gamist end of the spectrum, in keeping with the
spirit of the original. A scoreboard to track each player’s progress with some
spice added while endeavoring to keep subjectivity at bay. By aiming for what
some might think of as the lowest common denominator of gameplay, I actively
strive to keep the table open, as I’d rather be accused of “the game being all
about killing” than have the soliloquist thespian get an unsurmountable edge
while the wallflowers get ever more sidelined.
To want immersion one has to be
willing to work for it, without having to bribe players into compliance. If
someone’s feeling inspired to map, draw, write or in any way contribute to add
some ribboning to a campaign, that drive must be genuine, not bought. When
all’s said, you can’t put a price tag on enthusiasm.
Despite absence of rewards,
emergent roleplay is still possible, as nothing stops me from making voices to
my heart’s content and the same going triple for the other players. For
narrativism-heavy campaigns, rather than concentrating on numerical rewards, my
advice boils down to: always meet the players halfway across the bridge (and be
prepared at first to go fetch them to the other shore entirely, too).
A Man Should Have Some
Standards
Mine just happens to be silver.
Specifically, LotFP’s 10
copper pieces to the silver piece, 50 silver pieces to the gold piece. This
casts the glint of gold back into association with true wealth, giving value back to
the bottom tier of coin, instead of mostly pretending it doesn’t exist past
expenses one might not even want to be tracking anyway.
Now, if characters are to gain
experience for treasures unearthed, this presents a dillema: what is entitled
to count as treasure?
The answer is one that sets the
goal posts for many a game’s own brand of awkwardness: to award Xp only for
treasure extracted from *certain sources* or make it so that only *certain
activities* qualify as yielding treasure? The answer, by way of essentialism,
is that it cannot really matter how coin is obtained. As only
levelled characters have the wherewithal to convert it through training or
research into something that will unlock higher echelons of power, this means that a merchant
prince, no matter how rich, will ever find himself locked outside the
ornate steps that lead to godhood.
In any event, if a party opts in
for the mercantilist approach, I have it on more than just hope that I
can probably squeeze an adventure out of that.
Character Advancement
Chart
Aiming for a fairly glacial pace
of advancement, one that feels earned, as I don’t feel like the quality of a
running is ever dependent on the power level of the protagonists but also don’t
disregard the fact that a progress measure of some sort is desirable as
psychological reinforcement.
Despite not thinking of
wide-ranging advancement in levels as a particular requisite of a successfully
evolving campaign and preferring the lower levels, it is important for
characters to be ever growing in power and prospects and for players to have
something tangible to bear witness as a way of score (as in game score),
all the more since my intent's on giving player characters recognition for their power, rather than just throw them onto the hamster treadmill of climbing numbers.
Whoever gives credence to the
whole “first and second levels are formative” bullshit can just as well start
the characters at third, I for one see no need to corrupt the whole growth
ladder with facile little baby steps.
Level Attained
|
Xp Required to make Level
|
Experience Total
|
1
|
0 Xp
|
0 Xp
|
2
|
1.000 Xp
|
1.000 Xp
|
3
|
2.000 Xp
|
3.000 Xp
|
4
|
4.000 Xp
|
7.000 Xp
|
5
|
8.000 Xp
|
15.000 Xp
|
6
|
16.000 Xp
|
31.000 Xp
|
7
|
32.000 Xp
|
63.000 Xp
|
8
|
64.000 Xp
|
127.000 Xp
|
9+
|
128.000 Xp
|
255.000+ Xp
|
Prime Requisites
As detailed previously, I’ve
decided to attach the old-school experience premiums from high stats to Wisdom and Intelligence, both
of which cover different facets of learning and thus relate to experience gain.
This also punishes dumping these
same stats, though for even a minimally rounded-out character, it ought to be a
wash at worse.
- Both the Wisdom and
Intelligence attributes modify the experience needed per level by a percentual
point per modifier point, subtracting for positives and adding for negatives.
Lessons in the Steel and the Better Part of Valour
At its core, experience is a reward for stakes. If a character risks life or limb, be it parcels (Hp) or wholecloth, he gets something back from the ordeal.
As such, since combat is to be deadly and the same going for hazardous obstacles, with the existence of one’s beloved character not being the least bit insured, avoiding combats or obstacles through diplomacy or cleverness will stand as its own reward, valued in continued survival to fight another day.
Team challenges – Combat,
Exploration, Survival, Treasure Hauling
Experience for combat,
exploration, survival and treasure hauling should all be divvied up in equal
shares by the party, enforcing team spirit. Even if a character is less
than competent and plays only a residual part in a fight , wisdom gained from failure,
observation or setting a bad example will still resolve into a learning
experience.
- Combat experience is
divided into equal shares by all the participants and is obtained by driving
the opposition to flight, reducing them to surrender or outright vanquishing
it.
- Characters that perish
during a combat are still entitled their share of the experience, taking it to
the grave.
- Opponents who have already
awarded their experience won’t provide any further value if faced again on the same day.
Facing hazards and Individual rewards for risk
Despite the game not being
centered around them, occasions will arise where an individual challenge
involving stakes will be faced (or initiated) by a player character. Coherence
obliges that some form of reward be alloted. As such, individual experience
will be awarded whenever the possibility of character
demise is placed on the table, such as being the lead climber on a treacherous
climb, or disarming a trap.
True to concept that the rewards
drive the style of play and that the running should focus on group experiences,
only residual experience will be granted, as here I’m none too worried if the
rewards don't offset the chances taken. Thus, while individual Xp gains will be
accorded to whoever braves risks, in scenarios such as that of the thief that recklessly plies his craft
putting life and limb on the line, the player will only find himself accounted
for, not rewarded.
For braving hazards, much the same schema of reward applies, but naturally extended to all the participants.
Individual & Hazard rewards come in
three tiers. These are then either multiplied by the task’s DC (for single
round challenges like trap disarming or purse cutting) or the hazard’s
dimensions (feet to a climb, yards to a river crossing, hours of ill weather
endured, miles of desert crossed, etc.) for prolonged challenges:
1 - If failure costs Hit
Points or Exhaustion: 1 experience point per character level;
2 - If failure implies a roll
on the Dismemberment table: 5 experience points per character level;
3 - If failure means Death: 10
experience points per character level;
Note that all of these are awarded
independently of the character failing or succeeding (though Xp for a failed number 3 would only be of use to a ressurected character) and that a protracted
challenge may shift into a more dangerous category at mid-point (such as a
climber ascending enough that a fall will mean a guaranteed dismemberment
roll).
Though the exact DC may or may
not be open information, the player must always perceive in advance, writ
large, what stands to be lost from the course of action, before jamming the
pins on a blade trap/plunging into a lava pit/being killed by a raging mob/drowning
foolishly.
Training Montages
Taking treasure for experience as
a given, there still remain some finer points to hone. My wish is for players
to have to strategically weigh the benefits between investing in advancement or
equipment acquisition that will keep them alive in the immediate future:
- Treasure must be converted to experience points through training.
- Self-training is completely
abstracted, with no prescribed behaviour or basic conditions other than some
grounding in-world logic for it being considered appropriate to the character’s
Class and upcoming level features being trained for. All treasure converted
during this time is considered to be fully spent on any and all requirements,
from sundry training arrangements to research material, bribes, adequate equipment,
sparring partners, etc, with no tangible benefits afforded beyond the
experience.
- Spending a whole day
training without guidance allows a character to convert 10 silver pieces
into experience points.
This is meant to negate the
sudden power-jumps that always bothered me about the “wealth for experience”
approach.
As the levels climb, a character
will doubtlessly need to turn to illustrious martial masters, infamous retired
rogues and capricious sorcerous figures if he’s to have any hope of unlocking
greater potential before old age claims him. This feature serves both as
story-hook by way of advancement as well as carving a place in the world for any retired player characters that using a fully operational dismemberment
table is bound to create.
Though it comes as prescribed
that a party share all of its wealth equally, the fanning of circumstances provided by training and the realities of character attrition mean that
different Xp totals within a party are to be the norm, rather than the exception.
Closing Thoughts – Upward Mobility
Experience originating from
Quests, Titles or Achievements will doubtlessly prove necessary for levelling
past the initial stages of play. Though I’m as yet emphatically unconcerned
with this, my thinking is that these will first need to be purged from their
subjectiveness and may provide the characters with a percentage of the
experience needed to level up, rather than a lump total.
This frees up my refereeing hands
from plotting appropriate rewards to actually be generous, as I’m
unchained from obsessing with artificially curbing the pace of advancement
since the natural player and character attrition rate already will do a lot of
that pruning for me. And as there’s no narrative “arc” dictating that the characters have
to be at this or that level to credibly face down the spectre of plotted
threats, it’s all on a come, as you are basis.
Of course, all this slow pace of
advancement, besides feeling earned, shouldn’t be seen as a window of
opportunity for a canny referee to tamper and develop the character classes as
the players progress along them, perish the thought!