The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 06:48:23 PM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Forum changes:
Editing of posts has been turned off until further notice.
Search:
Advanced search
275647
Posts in
27717
Topics by
4283
Members Latest Member:
-
otto
Most online today:
55
- most online ever:
429
(November 03, 2007, 04:35:43 AM)
The Forge Archives
Archive
RPG Theory
Doing away with XP
Pages:
1
2
3
[
4
]
« previous
next »
Author
Topic: Doing away with XP (Read 5631 times)
Andrew Morris
Member
Posts: 1233
Doing away with XP
«
Reply #45 on:
June 25, 2004, 06:05:22 AM »
Thomas,
Oops...you got me! Read it as "any element may potentially vary" instead of "everything varies" and it'll convey what I meant. I suppose even this could be contested as an absolute, but like you said, you understood the point.
Logged
Download:
Unistat
LoreTG
Member
Posts: 22
Doing away with XP
«
Reply #46 on:
July 06, 2004, 02:07:47 AM »
An alternate form of advancement that I toyed with in one of my early design attempts was called Fallback (I think, that is what it was called, its been a few years...like 10..lol). Anyway - basically characters earned 1 Fallback point per adventure or session, GM preference.. They could call on these points to "add" a skill during play. For example, a player could suddenly remember that he went to a school on how to drive Sherman Tanks when he used to be in the army and therefore would gain the appropiate skill. These could not be used to advance existing skills though. A character had to spend time training and applying the skill to advancement, and only when the GM agreed could the skill be advanced one rank. Likewise, a skill that was not being used frequently could degrade on GM discretion. The one problem we had with this was that it was a lot on the group to actually pause every few games and go through your character sheets to see what kills you had and had not been using. Overall it worked well, but in the end simply did not fit the feel for the system I was working on at the time.
Logged
----------------
Troye Gerard
----------------
Lore: Uprising - A storyplaying game of epic proportions
www.loregaming.com
Pages:
1
2
3
[
4
]
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Welcome to the Archives
-----------------------------
=> Welcome to the Archives
-----------------------------
General Forge Forums
-----------------------------
=> First Thoughts
=> Playtesting
=> Endeavor
=> Actual Play
=> Publishing
=> Connections
=> Conventions
=> Site Discussion
-----------------------------
Archive
-----------------------------
=> RPG Theory
=> GNS Model Discussion
=> Indie Game Design
-----------------------------
Independent Game Forums
-----------------------------
=> Adept Press
=> Arkenstone Publishing
=> Beyond the Wire Productions
=> Black and Green Games
=> Bully Pulpit Games
=> Dark Omen Games
=> Dog Eared Designs
=> Eric J. Boyd Designs
=> Errant Knight Games
=> Galileo Games
=> glyphpress
=> Green Fairy Games
=> Half Meme Press
=> Incarnadine Press
=> lumpley games
=> Muse of Fire Games
=> ndp design
=> Night Sky Games
=> one.seven design
=> Robert Bohl Games
=> Stone Baby Games
=> These Are Our Games
=> Twisted Confessions
=> Universalis
=> Wild Hunt Studios
-----------------------------
Inactive Forums
-----------------------------
=> My Life With Master Playtest
=> Adamant Entertainment
=> Bob Goat Press
=> Burning Wheel
=> Cartoon Action Hour
=> Chimera Creative
=> CRN Games
=> Destroy All Games
=> Evilhat Productions
=> HeroQuest
=> Key 20 Publishing
=> Memento-Mori Theatricks
=> Mystic Ages Online
=> Orbit
=> Scattershot
=> Seraphim Guard
=> Wicked Press
=> Review Discussion
=> XIG Games
=> SimplePhrase Press
=> The Riddle of Steel
=> Random Order Creations
=> Forge Birthday Forum