You convinced me by the end! XP works as a short-hand to promote desired gameplay. It would be much better if it were embedded into the system as opposed to hamstringed on. I’m definitely interested in seeing how YB&B does it!
Now that comes to mind, what if players don't note down XP but they delegate it to the referee? The goal here would be to separate gameplay from reward.
I know that the article is about giving more importance to the setting and modelling reward with in-world elements... but just speaking for the mechanic side of things!
It's especially poignant as we move into a pretty strange time IRL across the globe. I want my games, now more than ever, to be an escape where me and my players for a few hours each week get to fully step away from the real world and embrace whatever worlds lie before us.
Part and parcel to that embrace is learning the customs, getting a lay of the land, enmeshing oneself into the people and places. I get why folks don't want that, but it's definitely what I want!
I get the desire for a reward that feels more intrinsic, but the whole XP idea is convenient and easy (usually). I’ll take that over ticking a box for each skill I successfully (or not) use so that I can ‘roll for improvement’ at my next opportunity. I’m too lazy for that and it cuts into time I could be swinging my sword.
Hey, I don't blame you! There are some days I want to just kick the door down and kill some baddies.
I personally don't like the arbitrary checking of random skills and minor improvements here and there either. I want improvements to be tactile, reflective of the actions I took in the world.
For example, if in a session I get shot and survive, I want to be able to tell the GM "Hey, next time I find myself in a situation where guns may be a factor, I want to have my character be a little bit faster at noticing it or dodging oncoming fire."
Or, in another example, if I kill a spirit dragon, I don't want to find a big old horde with 2d6 Table H magic items on it from the fantasy Walmart. I want my skin to be rippled from the ghostflame of the dragon during our battle, and sometimes on a full moon I can inadvertently peer into the spirit world - for good and for ill.
Stuff like that! Which takes time and planning and effort, so it's not totally suitable for all situations, games, and tables. It's just what I want specifically. 😄
I follow. And that’s pretty brilliant stuff - very tied to the story. Would require more work for the GM and some buy-in from the players (who now can’t exactly plan their character progress), but the payoff should be very, very cool.
Great article. I feel like I earned some xp reading it.
Don't go spending it all in one place!
You convinced me by the end! XP works as a short-hand to promote desired gameplay. It would be much better if it were embedded into the system as opposed to hamstringed on. I’m definitely interested in seeing how YB&B does it!
It's a hot take, but I'm glad it ended up making some semblance of sense at the end.
Now that comes to mind, what if players don't note down XP but they delegate it to the referee? The goal here would be to separate gameplay from reward.
I know that the article is about giving more importance to the setting and modelling reward with in-world elements... but just speaking for the mechanic side of things!
Nice post.
I like this bit particularly.
“… offer a world for the players to travel to as guests, rather than as colonize.”
That got me thinking.
I’m still thinking about that, actually…
It's especially poignant as we move into a pretty strange time IRL across the globe. I want my games, now more than ever, to be an escape where me and my players for a few hours each week get to fully step away from the real world and embrace whatever worlds lie before us.
Part and parcel to that embrace is learning the customs, getting a lay of the land, enmeshing oneself into the people and places. I get why folks don't want that, but it's definitely what I want!
I get the desire for a reward that feels more intrinsic, but the whole XP idea is convenient and easy (usually). I’ll take that over ticking a box for each skill I successfully (or not) use so that I can ‘roll for improvement’ at my next opportunity. I’m too lazy for that and it cuts into time I could be swinging my sword.
Hey, I don't blame you! There are some days I want to just kick the door down and kill some baddies.
I personally don't like the arbitrary checking of random skills and minor improvements here and there either. I want improvements to be tactile, reflective of the actions I took in the world.
For example, if in a session I get shot and survive, I want to be able to tell the GM "Hey, next time I find myself in a situation where guns may be a factor, I want to have my character be a little bit faster at noticing it or dodging oncoming fire."
Or, in another example, if I kill a spirit dragon, I don't want to find a big old horde with 2d6 Table H magic items on it from the fantasy Walmart. I want my skin to be rippled from the ghostflame of the dragon during our battle, and sometimes on a full moon I can inadvertently peer into the spirit world - for good and for ill.
Stuff like that! Which takes time and planning and effort, so it's not totally suitable for all situations, games, and tables. It's just what I want specifically. 😄
I follow. And that’s pretty brilliant stuff - very tied to the story. Would require more work for the GM and some buy-in from the players (who now can’t exactly plan their character progress), but the payoff should be very, very cool.
Hello Nate, you're not far from the conclusions I got some time ago... I have the feeling you're doing the same path, pls let me know!
https://viviiix.substack.com/p/what-price-glory
Great minds and all that! Thanks for sharing.
I love the coat example! Especially if family is involved. It seems so special and loving. 😊
Indeed! The backdrop of the game is a bit horrifying, but the nature of the coat is such a good piece of worldbuilding!
Truly it is!