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Topic: Doing away with XP
Started by: RobNJ
Started on: 6/3/2004
Board: RPG Theory


On 6/3/2004 at 6:51pm, RobNJ wrote:
Doing away with XP

Fiction (be it plays, movies, books or TV) is not typified by people always becoming more powerful. Depending on the genre, they may even degrade over time. Instead of people becoming More and Better, fiction tends to focus on development, changes, but not necessarily an ever-upward scale of change.

My friends and I are developing a noir/dystopian style game, and I am contending that we should drop this notion of XP, and rather have changes to characters focus on in-game rewards, changes in the characters' standing in society and the fortunes of their lives. To have changes to the character sheet negotaited at the table between games rather than being the result of some expenditure of resources or consequence of gathered points as in most games.

Getting increasingly powerful is only an artifact of the history of roleplaying games. It's not a facet of most fiction (at least that that comes before RPGs or isn't aware of them).

I know there are arguments that can be made against this position, and I'd like to hear them, or let me know if you agree.

Has anyone done a game where xp and an ever-increasing power curve were not part of the mix?

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On 6/3/2004 at 6:58pm, smokewolf wrote:
RE: Doing away with XP

I sorta agree...

In The Swing, I use a system of party votes rather than XP per sae to determine if a character has "grown". If the party feels that the skills they used and actions they committed warrant the effect of increasing the characters "experience" or knowledge then the character gains XP. It is even possible for someone to gain XP in areas where they are currently not interested. If you are playing a scientist who just happens to whoop ass this session, then the party could give you XP towards being a soldier.

XP is used to measure improvement in a characters career. It is not used for anything else. It is to be able to tell the difference from an experienced person from a newbie. But not in a traditional D&D like sense. XP can come from whatever the party feels like it should come from, be it combat, social interactions, etc. Also in The Swing, character development depends heavily on the characters in game actions. If the character is taught to be ambidextrous, then they gain the ability of amidexterity, they do not have to spend XP to get it.

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On 6/3/2004 at 7:15pm, Michael S. Miller wrote:
Re: Doing away with XP

RobNJ wrote: Has anyone done a game where xp and an ever-increasing power curve were not part of the mix?

Hi, Rob.

The choices are quite diverse in these parts. Just to name a few:

My Life with Master has a definite endpoint, and, while stats do increase during the game, it's definitely *not* "an ever-increasing power curve"

Sorcerer does have the possibility of advancement upon the resolution of Kickers, but it's relatively minor. More important is the potential re-writing of the character upon Kicker completion or upon going to 0 Humanity.

InSpectres has rewards (Franchise Dice) which accrue only to the group, not to individuals.

One of the ideas I've always been fond of, but haven't quite found a place to fit is this: Allow points to be shifted out of one stat into another at certain points in the game. Thus, a 100-point scientist character could remain a 100-point character, but he might not be as good at computers as he was a few sessions ago, because he's been moving his points into his combat skills. Just an idea.

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On 6/3/2004 at 7:24pm, Zak Arntson wrote:
RE: Doing away with XP

XP is a reward system. Reward systems are fundamental to roleplaying games, and XP is simply one way to reward participants. When you create a reward system for a game, you are encouraging the players to reach for that award.

In many games, XP is the strongest reward because it allows for greater character effectiveness (more skills, better stats, new abilities, etc). If you want to encourage this, go for it. But remember that your players will be encouraged to maximize their XP gain.

With your example of noir/dystopia, you have to consider what you want to encourage from the players, and what rewards you offer for these behaviors. Any reward system is fine (including XP), so long as the benefit gained reflects the style of play you'd like to get. Like you said, character standing and fortune are fine rewards.

Rob, you've got to be more specific when you say "power curve". In fiction, many characters begin with a low impact on the story, and get more and more entangled in the plot, so that every movement affects everyone else. Let's take the example of a petty criminal (PC) who steps off a bus, unknown. He's pretty tough, and is hired by Jimmy to rob Kurt's store. The PC busts into the store, meets Kurt's wife, sleeps with her, and they both rob the store together. The PC then has all this loot, and decides to put out a hit on Jimmy instead of give up the loot.

Suddenly PC has "power" in terms of affecting the story, without any gain in XP (or other stereotypical resources, like skill levels, attributes, and such).

So there is no argument about XP It's merely another tool to use as a reward system. You can take it or leave it, but your game design will benefit from knowing why you're using or not using it.

As for games that don't use XP, there are tons of them. Off the top of my head, you've got InSpectres, Sorcerer, Trollbabe, tons of my own games (see Harlekin-Maus Games), Pantheon. Note that these games have a reward system, just not in the form of XP.

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On 6/3/2004 at 7:29pm, RobNJ wrote:
RE: Doing away with XP

Thanks for separating out reward systems from XP. Had I been thinking clearer, I would have done that myself.

I guess what I mean is must one have a reward system that focuses on improving the character's statistics on the sheet?

If not, what are some good examples of reward systems that do not do that?

Also, do people think of negotiating changes to character sheets among the gaming group?

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On 6/3/2004 at 7:41pm, Doctor Xero wrote:
RE: Doing away with XP

One of my current playing groups will be breaking up at the end of the summer as the graduating students go their various ways, and they asked me to run our final campaign.

They made it clear to me that they didn't want me to have to deal with the concerns of their characters' gaining levels or spending experience points or however the system rewards a person. They told me to simply assign increases in skills or new skills as I saw fit and to forget about game balance or even player-character equity -- if one player's character ended up with far more improvements than another's by campaign's end, no one cared.

The primary reward would be having a good time with each other.

(We do use the equivalent of hero points as game mechanics compensations for those roleplaying actions which endanger the character from a practical or wargaming standpoint but which make sense in the context of character conception and storyline, but that's it, really, and those only help with the occasional dice roll.)

Our decision to ignore levels and experience points for our final game together has worked well for this particular group.

Doctor Xero

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On 6/3/2004 at 7:58pm, Jack Spencer Jr wrote:
RE: Doing away with XP

RobNJ wrote: I guess what I mean is must one have a reward system that focuses on improving the character's statistics on the sheet?


That's pretty difficult since for most RPGs the only things at the player's disposal in-game are effectiveness and rescources in relationship to the character's abilities. Therefore, the only thing to reward is character ability. Some games do have other things to reward. Amazing Engine had an interesting take on this by having a character "core" this core allowed players to make characters in any AE world. With experience, they could improve that character, or improve the character core so that the next time they made a character it could start out more powerful.

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On 6/3/2004 at 8:53pm, Valamir wrote:
RE: Doing away with XP

One of the ideas I've always been fond of, but haven't quite found a place to fit is this: Allow points to be shifted out of one stat into another at certain points in the game. Thus, a 100-point scientist character could remain a 100-point character, but he might not be as good at computers as he was a few sessions ago, because he's been moving his points into his combat skills. Just an idea.


Interestingly this is exactly the concept behind the Transformation system in Robots & Rapiers. You start with the abilities you were programmed with, and then as you become more and more self aware, you can delete those old programs in favor of new ones the player chooses.

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On 6/3/2004 at 9:47pm, Doctor Xero wrote:
RE: Re: Doing away with XP

RobNJ wrote: Has anyone done a game where xp and an ever-increasing power curve were not part of the mix?


I've had several players who consider knowing the right NPC person or having the support of a good NPC friend to be worth more than the increase in abilities of leveling or of having the right number of experience points to spend.

In a Star Trek campaign I once ran, medals and commendations mattered to the players more than did experience points or, for that matter, promotions in rank.

A bard player-character may find more reward in having his or her songs become popular.

And, to use Aaron Allston's schema, Builders care more about affecting the campaign world than they do about increases in a character's power levels.

Doctor Xero

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On 6/3/2004 at 10:13pm, Sparky wrote:
RE: Doing away with XP

I'm kind of surprised no one has suggested the Fame mechanic from Prince Valiant...

PCs earn fame points for dramatic accomplishments and in-game social rank promotions (like becoming a knight, etc.) Fame is a direct measure of importance within the game world. The higher your Fame, the more likely the npcs are to respect you, offer favors and gifts and other such benefits (like the right of first choice out of the treasure pile.) (Further, every 1000 pts confers an extra skill point so that there is still some advancement.)

You could require a certain threshold of fame for membership in certain elite organizations or for having a higher social status. Perhaps every X fame grants another npc contact or access to other resources.

Many of the details would have to be hammered out based on details of your setting and how much/fast the 'gameworld advancement' is desired.

Hope that's of some use...

Chris

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On 6/4/2004 at 2:03am, Noon wrote:
RE: Doing away with XP

I think Ron's 'Zero at the bone' mini game is really interesting in that its player reward is expanded narraration control (if I read it right).

If you think about a lot of books, the characters don't get more powerful...BUT, a lot of kinky narrative does build up around them. An escape route turns up just in time, an old contact happens to be in town, they did a course in bomb desposal years ago when living in Japan, etc etc.

You can see that this is something damn useful, a worthy reward, but doesn't involve character powers at all (even the bomb disposal one is kinda just an narrative excuse rather than added on power).

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On 6/4/2004 at 1:07pm, RobNJ wrote:
RE: Doing away with XP

There's a piece in http://www.indie-rpgs.com/articles/5/ where Ron says:

"Are reward systems necessary?"

Has anyone tried a system where there were no reward systems? Where all rewards were in-game, in-character, evolving solely from the story.

More importantly, and separately from whether anyone's tried it . . . would you enjoy playing a roleplaying game where the goal wasn't to improve your character's stats from game to game?

Forge Reference Links:

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On 6/4/2004 at 1:23pm, Jack Aidley wrote:
RE: Doing away with XP

Has anyone tried a system where there were no reward systems? Where all rewards were in-game, in-character, evolving solely from the story.


Yes; I usually play in such a way. And the early traveller games worked in such.

Note also that character advancement need not be tied to any kind of reward system - and, again, this is typically how I've played even in games with an xp system. If you give a flat rate of XP for sessions, then it ceases to be a reward system.

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On 6/4/2004 at 5:36pm, Zak Arntson wrote:
RE: Doing away with XP

RobNJ wrote: More importantly, and separately from whether anyone's tried it . . . would you enjoy playing a roleplaying game where the goal wasn't to improve your character's stats from game to game?


Yup! See the actual play accounts for Shadows: http://www.harlekin-maus.com/play.html On that same page, Metal Opera consists of only one session, though stats improve during that session. Chthonian holds no method for improvement, either (in fact, in that version of the rules, characters lose effectiveness as the game progresses).

Jack Aidley wrote: If you give a flat rate of XP for sessions, then it ceases to be a reward system.


No, if you give a flat rate, you're awarding participation. If someone doesn't show up that night, they aren't rewarded. This is an important item for campaign play, emphasizing consistent attendance.

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On 6/4/2004 at 9:28pm, RobNJ wrote:
RE: Doing away with XP

Zak Arntson wrote: No, if you give a flat rate, you're awarding participation. If someone doesn't show up that night, they aren't rewarded. This is an important item for campaign play, emphasizing consistent attendance.

Do you mean to suggest that rewardless systems are not meant for ongoing "campaign" type play? (note: you may not mean to suggest this, that's why I asked; it's a genuine question :)).

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On 6/5/2004 at 10:36am, Jack Aidley wrote:
RE: Doing away with XP

No, if you give a flat rate, you're awarding participation. If someone doesn't show up that night, they aren't rewarded. This is an important item for campaign play, emphasizing consistent attendance.


Which would be true if you didn't award them XP if they didn't turn up.

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On 6/5/2004 at 2:06pm, Thor wrote:
RE: Doing away with XP

I was also going to point to traveller as a game in which characters really only improve by getting better toys.

Another idea that might be different is to have the players use a reward system to mold their reputation. the player could choose to be feared, or loved, or looked up to, or connected or some other thing, which would make world react to them in some way that was beneficial to their style of play. a neat side effect of this is that if they botch a scenario they don't get worse but the world might treat them like they did. I kind of like the idea of negative experience points.

Another system we have been toying with is that from the start of the game the character is degrading (Now that my gaming group is turning fourty we bring this up less often). and the player needs to use rescourses at an increasing rate just to stay where they are. You start the game in peak physical condition and have to find ways to make up for the fact that you ain't got it anymore.

the two could work together so that as your atributes decay your skill level or connections or hirelings or whatevergoes up.

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On 6/6/2004 at 5:14am, M. J. Young wrote:
RE: Doing away with XP

I was playing Gamma World in the early 80's, and it had no rewards at all, at least in the 4th edition we were using (I think there were some very minimal rewards in 3rd edition, which is what we started with).

The problem I had with it then was that Gamma World was an extremely deadly game, and there were no guarantees that you would create a survivable character, or not lose one that was durable to a sudden fluke in play, or be able to create another viable character after that. I, as a player, felt that the game needed some way for characters to grow a lot stronger than they were.

That, though, came from the fact that the game was geared to create a bleak post apocalyptic future in which death was expected, and that really wasn't something which interested me. I sort of expected it to create heroic adventures like its sister game AD&D (particularly as I didn't ever get to play AD&D but always had to run it, so I was looking for the experience my players had in some other game). I felt that the danger was constantly increasing, and all we could do was try to play smarter, more carefully, and with a lot more attention given to whatever technology we managed to accrue.

For what it was trying to do, it did it very well. I didn't really want to do that, so I didn't enjoy it so much as I might have done. On the other hand, I probably would not have enjoyed Call of Cthulu, either, and a lot of people do.

Multiverser has no "reward system" whatsoever. It does have character improvement, for any player who wants to put his character through the rigors of practice and training to get good more quickly, or in general recognition of the ongoing use of low-level skills improving. It never occurred to us that it might need anything remotely like experience points once we'd solved the question of how character abilities improve with in-game answers. As a result, players define their own objectives, and are rewarded by doing what they enjoy.

So add that to the alternatives to experience points.

--M. J. Young

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On 6/6/2004 at 7:05am, xiombarg wrote:
RE: Doing away with XP

I will note in passing that aside from the games mentioned, Pretender has no XP or reward system, tho characters can change whenever the group thinks its okay. If you do a search for threads featuring the game, you'll find that this didn't hamper people enjoying themselves at all.

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On 6/6/2004 at 3:10pm, RobNJ wrote:
RE: Doing away with XP

xiombarg wrote: I will note in passing that aside from the games mentioned, Pretender has no XP or reward system, tho characters can change whenever the group thinks its okay. If you do a search for threads featuring the game, you'll find that this didn't hamper people enjoying themselves at all.

That negotiated changes to the sheet thing is something I've been advocating for our game.

Were the rules of negotiating a change rigid or loose? How was it managed?

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On 6/6/2004 at 11:09pm, xiombarg wrote:
RE: Doing away with XP

RobNJ wrote: Were the rules of negotiating a change rigid or loose? How was it managed?

Loose. In essence, people just did it whet seemed appropriate, and paused to see if anyone objected. Formally, in the rules, it's a vote -- if people disagree, it comes to a majority vote, GM breaks ties.

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On 6/10/2004 at 6:33pm, 16CBH wrote:
RE: Doing away with XP

I believe the trick is to create a focus on scalability that does not depend on general rewards. By this I mean that the players should be allowed to choose which areas or parts of their characters they wish to develop. This does two things,

1. It provides a level of scalability that is character-driven. This almost always drives plot. Plot makes the RPG.

2. It gives players a goal. I firmly believe that an RPG without an award system will not keep players coming back. With rewards, players work on their characters, work toward a goal. If done correctly, an award system drives character which, in turn, drives plot.

I have an example of a scalable award system, and I will provide a link to it, but I want to do it without it sounding like a shameless plug for my game. I truly believe in this so please keep that in mind if you choose to view the example.

In this game, Archena Role-Playing, we decided to make ALL aspects of a character awardable, from stats to skills and weaves (spells) -- the latter two of which are created by the players in-game. This is not new, but it does create an environment in which players have complete control over the development of their character. You can download the sample here to see in total,
http://www.16cbh.net/Archena/archena-pt.html

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On 6/11/2004 at 12:49am, Gelasma wrote:
RE: Doing away with XP

In the german game Das Schwarze Auge (The Dark Eye) the Abenteuerpunkte (Adeventurepoints) are given out only for the in-game experience of the characters. In that game the XP are part of the simulation and not of the reward system - there is no reward system at all. DSA has quite a monopole in germany: the game ist played by the majority of german players, and most of them dont know any other games - and hence know XP only as a part of the simulation.

I've been playing the first six years of my rpg-career that way, then I joined an AD&D group and was quite shocked about the reward system - I felt like being back at school! So I left that group after the first game session and got back to my old DSA group. Since then, when gamemastering a game with a reward system the first thing I do is skipping the reward system and either use a flat progression-rate (even for players that dont show up) or, in systems with levels, let the players make a group vote about when to level up. My current D&D-group for example is stuck on level 8 or 9 since nearly a year, since they think more powerful characters wouldn't be fun to play. So we started to rearrange the characters instead of leveling them up.

My oberservation is that players that are not used to reward systems dont need a reward to play - to them the fun of playing is "reward" enought. If you give out rewards to these players they feel treated like children. While players that have grown up with a reward system feel uneasy when not getting rewards. Some of them even dont know what to do when not guided by rewards.

My conclusion is that a reward system is not a must have, but just a matter of habits.

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On 6/11/2004 at 1:13am, 16CBH wrote:
RE: Doing away with XP

Gelasma wrote: My oberservation is that players that are not used to reward systems dont need a reward to play - to them the fun of playing is reward enought. If you give out rewards to these players they feel treated like children. While players that have grown up with a reward system feel uneasy when not getting rewards.


I'm with you, I don't think XP systems work at all. I firmly believe that an award system should serve the player, one that recognizes player performance and leads to character improvement.

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On 6/22/2004 at 6:33pm, tiago.rodrigues wrote:
RE: Doing away with XP

Greetings to all.

I think it's all fine and dandy not having an experience point system, but going ahead and saying XP systems aren't workable is a bit much. They clearly are, or every game which uses an XP paradigm wouldn't be here today.

That being said, even if there is no single score that is kept and used to buy ability improvements, whatever it may be called, I believe there still must be a way for characters to improve their abilities somehow, even if it's "study for n game months and make a Learning Roll" or "gain 1 point every time you score a critical success/failure". I myself don't believe in freeform awarding of abilities to my players, because they'd just mis-use it -- at least for a number of them. However, if your group can handle it, then I say go ahead with freeform.

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On 6/22/2004 at 8:26pm, Jonathan Walton wrote:
RE: Doing away with XP

Lately, I've been pretty anti-experience or advancement systems. I feel that it's far more interesting and realistic for characters to be constantly becoming DIFFERENT instead of quantitatively BETTER. Torchbearer is the first game that, for me, really nailed this transformative model. I feel like the need to get "better" is a throw back to the origins of roleplaying, where accumulation of power and material resources was part of the stated point. Additionally, this way, you don't have to worry about issues of scalability, have high and low experience characters together, "balance," and other potential problems.

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On 6/22/2004 at 9:25pm, Zak Arntson wrote:
RE: Doing away with XP

RobNJ wrote: Do you mean to suggest that rewardless systems are not meant for ongoing "campaign" type play? (note: you may not mean to suggest this, that's why I asked; it's a genuine question :)).


Not at all. Ongoing play just needs the buy-in of the group. In an RPG without a reward in the mechanics, the reward is in the play. This is a common goal of sim-driven play. I'm not a fan of sim play, so I haven't put enough thought into tying mechanical rewards directly into sim. My current thinking is that playing to either a shared realism or to the mechanics of the game are the reward mechanism. In fact, D&D 2nd Ed. was trying to approach this in their level/age mechanics, where your players started young (1st level), gained power with age & experience (gaining levels), then got old and died (aging rules). With aging, a sim reward was the aging of your character.

Also, there is no such thing as rewardless play. You need a reward for there to be participation (and a game). Whether this is actually in the game's mechanics or not, is another matter.

Jack Aidley wrote:
Zak Arntson wrote: No, if you give a flat rate, you're awarding participation. If someone doesn't show up that night, they aren't rewarded. This is an important item for campaign play, emphasizing consistent attendance.

Which would be true if you didn't award them XP if they didn't turn up.


That's what I said, though. If you don't show up, you aren't rewarded.

Gelasma wrote: My conclusion is that a reward system is not a must have, but just a matter of habits.


A reward system is a must have, but in the case of Das Schwarze Auge, the reward is in using the system to play. XP are a way to keep the game realistic (in terms of DSA's realism). So XP are a part of the reward, where the reward is immersion through realism.

---

As for transformative models, that's another reward system. Maybe I'm using too broad a brush for this discussion. I'm using the Forge Glossary's definition a) of reward. There are three definitions there, so RobNJ, which are you talking about, specifically?

Forge Reference Links:

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On 6/22/2004 at 9:57pm, Tomas HVM wrote:
RE: Doing away with XP

RobNJ wrote: ...must one have a reward system that focuses on improving the character's statistics on the sheet?

If not, what are some good examples of reward systems that do not do that?
I've got a small game where no XP is used, where the abilities of the characters goes up and down all the time.

The one thing in the game that makes the characters stretch and twist, is what I refer to as "myths". The myths of the game are woven into the setting. They are very high goals that the characters of the game may strive to reach, or only dream about. Some of them are quite impossble to reach. Those will be dreams forever.

When a myth is reached, it is always as a function of thorough work within the character, the player pursuing one goal to the cost of other goals, negotiating multiple obstacles of great severity, and very often failing to face up to the challenge. So; when a myth is fulfilled in this game, it is with jubilation, it is a great event in the game (for all players and characters), and it has wide ramifications for the character in question.

However; the myths of this game are hanging so high, that most of the time characters don't even get close to any of them. Some players have played this game, and never had a myth come through for their character. Some players have been quite content with their characters dreaming of the myths, and otherwise keeping to the unassuming routine of life in the game world.

And still, even for these players the myths are important, because they define the goals and beliefs of their characters. The myths are central to the game not only as a possible achievement, but also as something the character may weave his dreams on.

The myths are fundamental to the direction and drive of the game.

The game is called "Muu". It's a norwegian indie-game, not translated.

My point is that XP is a very crude way of rewarding players. It is effective, of course, but it is equally possible to create other ways of rewarding the players of a game, and other ways to direct their efforts within the setting, these ways being equally effective in their own right.

How to grow skills by XP is interesting as a method, and challenging in many ways, but only within the framework of the most traditional of roleplaying games, in my view.

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On 6/23/2004 at 12:29am, RobNJ wrote:
RE: Doing away with XP

tiago.rodrigues wrote: That being said, even if there is no single score that is kept and used to buy ability improvements, whatever it may be called, I believe there still must be a way for characters to improve their abilities somehow

But why must there be a way for characters to improve their abilities? Just because that's what everyone's expecting?

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On 6/23/2004 at 12:30am, RobNJ wrote:
RE: Doing away with XP

Jonathan Walton wrote: I feel that it's far more interesting and realistic for characters to be constantly becoming DIFFERENT instead of quantitatively BETTER. Torchbearer is the first game that, for me, really nailed this transformative model. I feel like the need to get "better" is a throw back to the origins of roleplaying, where accumulation of power and material resources was part of the stated point.

You've said exactly what I've been trying to say. Thank you.

How did Torchbearer handle this?

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On 6/23/2004 at 12:35am, RobNJ wrote:
RE: Doing away with XP

In the interests of being very precise, below, when I talk about what I am "for" or "against", I'm talking about this one particular game (or style of game) I'm trying to develop. Below, if I say I am "for" a thing, that does not mean that I consider it to be a religious dogma that must be adhered to, but rather what I am seeking in a game that does not rely upon a method of character development that is based mostly on increasing power.

Zak Arntson wrote: I'm using the Forge Glossary's definition a) of reward. There are three definitions there, so RobNJ, which are you talking about, specifically?

Well, definition a is what's most important to me.

I am for b, as long as they are changes and not necessarily advancements. They may be increase, decrease, or lateral movement, but it ought to be as the story logically dictates, rather than increase for increase's sake.

c is pretty much what I want to avoid.

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On 6/23/2004 at 1:54am, Jonathan Walton wrote:
RE: Doing away with XP

RobNJ wrote: How did Torchbearer handle this?


Characters in Torchbearer (by Shreyas Sampat) have traits like "My Sword is Sharp as Winter" or "Khalia Owes Me A Favor." During the course of play, events can put traits into "Crisis." For instance, Athestha could swing her sword so hard that it snaps in two or Khalia could save Athestha from certain death. At this point, the trait is put into Crisis until the end of the scene, it which point the Crisis is either resolved or the trait transforms into a new trait. Post-transformation, Athestha might have traits like "I Must Mend the Broken Icetooth Blade" or "I Am A Life-Debtor to Khalia." Each character also has an identity trait that defines the core of who they are and what they want out of life. These can be put into Crisis too, during the climaxes of major efforts to achieve goals or redefine yourself.

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On 6/23/2004 at 2:41pm, tiago.rodrigues wrote:
RE: Doing away with XP

RobNJ wrote:
tiago.rodrigues wrote: That being said, even if there is no single score that is kept and used to buy ability improvements, whatever it may be called, I believe there still must be a way for characters to improve their abilities somehow

But why must there be a way for characters to improve their abilities? Just because that's what everyone's expecting?


Not really, that's because the GM usually won't allow his players to start out arbitrarily powerful, and the players will usually have an ideal in mind (Aragorn Strider, Captain Nemo, James Bond, Captain Kirk, Count Dracula) which he can't achieve immediately. So there must be a method for the character to work toward that goal: if a player is told that there are things some NPCs can do with their skills but his character can't, ever, suddenly the character's a source of disappointment. A character should have the ability to become (within reasonable limits) whatever his player desires for him, given enough dedication.

Also, there's the idea of 'challenge' in a game. Typically, players will want to face bigger, badder things as the campaign wears on -- if they just saved the umpteenth village from attack from a 50-orc tribe, they'll want to try to stretch their abilities. But if their abilities are the same as when they faced the first 50-orc tribe, if they try to face a 40-ogre tribe they'll probably be creamed -- unless the 50-orc tribe wasn't much of a challenge at all...

It's not just combat, either. Imagine a steampunk inventor PC. Let's say she can invent a flying machine. Next she wants to invent a cannon to send people to the moon. After that, she wants to invent a cannon to Mars. Now, the GM might let her build just about anything, in which case she has an unlimited inventing ability, or she can invent some things but not others, in which case there's an arbitrary cap on the number of things she can invent. Notice this is not necessarily the same as the number of inventable things.

Of course, in my view, you can do away with character advancement in spite of all that. But in this case, you'd be better off doing away with scores in general, and maybe even the whole character sheet. Just make everything up as you go along, just like you used to in the make-believe games when you were a kid... Then again, when it reaches that level, is it a RPG anymore?

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On 6/23/2004 at 4:29pm, Zak Arntson wrote:
RE: Doing away with XP

tiago.rodrigues wrote: Of course, in my view, you can do away with character advancement in spite of all that. But in this case, you'd be better off doing away with scores in general, and maybe even the whole character sheet.


Tiago, you can have a roleplaying game without constantly increasing scores and still keep the character sheet and rules. There are different social and personal rewards for playing a game. For example, here is a roleplaying game without advancement:

Each player list three people their character is somehow related to (family, friendship, sexual, enemy, etc). Any action may cause the GM to ask for a roll. If the roll is 1-3, it fails. If it is 4-6, it succeeds. If the player uses a person on their character sheet, the player rolls a 6-sided die. If the roll is a 1-2, the action fails and the the person is removed from the character sheet. If the roll is a 3-4, the action succeeds but the person is somehow harmed in-game. 5-6, the action succeeds and the person is fine, AND (if there are less than three people on the character sheet) the player adds a new person.

So that's a roleplaying game without continual upping the challenge. I recommend you check out the Gamism, Simulationism and Narritivism essays in the Articles section here at the Forge. Even if you don't agree with them, they provide examples of games with varied play goals (one of those goals is a constantly increasing power matched by increasing challenge).

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On 6/23/2004 at 5:31pm, WyldKarde wrote:
RE: Doing away with XP

I'm not sure how this applies, but I utilize a skill system wherein characters become better through combining different skills to create unique ones. if you want to cast a fireball, you simply conjure a sphere of energy, enchant it with fire and cast it. These same skills can be applied to other things though. You could conjure a sword of energy, enchant it with flame, and wield it. So theres no listing of premade spells that have to be gradually earned through XP.

I do utilize a progressive advancement system, but it's more unique to the skills you're interested in advancing. It's not the traditional "kill stuff", "get XP". It's more "do this", "get better".

Just a thought. Mine is more of a new take on the traditional style moreso than a unique style in and of itself.

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On 6/23/2004 at 5:40pm, Tobias wrote:
RE: Doing away with XP

Sounds a bit like that old computer game, Wyldkarte... what was it again... Dungeon Master?

Zo Fir Ka, or something?

Damn, that's a long way back. And amusing as h*ll.

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On 6/23/2004 at 6:20pm, WyldKarde wrote:
RE: Doing away with XP

lol....whoo that's an old one.

Yeah, I like the old ways and with my interests being unapologetically computer-oriented, they do reflect the things I thought were "done right" but have fallen by the wayside in favor of what "looks cool".

I think it was Zork, but that was so long ago I hardly remember. I know I'll always remember Zork for it's first-person dungeon crawling. The game I'm working on now is pretty much copying that style. Lord knows it's easier than rendering everything in real time.

But...uhhh...back to XP less gameplay.

I still don't know if skill-based is a valid alternative to kill-based. The difference when comparing two CRPG's is signifigant, but when comparing pen-and-paper...I dunno.

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On 6/23/2004 at 10:38pm, Garbanzo wrote:
RE: Doing away with XP

RobNJ-

Seeing as how you were interested in Torchbearer's character development (vs. character advancement), I'll throw in the rules from Zero, the granddaddy in this department (AFAIK).


There are two kinds of skills, Focus skills and Previous skills (stuff you once knew, but is pretty rusty now). You choose up to 10 Focus skills, the number of which is your Focus Number.

Roll (d6 * d6) for any skill check. For a Focus skill, rolling above the Focus Number is a success, for a Previous skill, rolling below the Focus Number is a success.

So, there's a real trade off in building the character. Few Focus skills = good at those few things, terribly crappy at the rest. Increasing the number of Focus skills dilutes this effect.


You gain XP (1 - 2 per session). XP is spent to change the character, although "improvement" is kindof out of the question. 3 XP to make a previously-unknown thing a Focus skill, 2 XP to make a Previous skill a Focus skill, or vice versa.

(Or spend XP 1:1 to reduce damage)

-Matt

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On 6/24/2004 at 2:44pm, tiago.rodrigues wrote:
RE: Doing away with XP

Zak Arntson wrote: Tiago, you can have a roleplaying game without constantly increasing scores and still keep the character sheet and rules. There are different social and personal rewards for playing a game. For example, here is a roleplaying game without advancement:

Each player list three people their character is somehow related to (family, friendship, sexual, enemy, etc). Any action may cause the GM to ask for a roll. If the roll is 1-3, it fails. If it is 4-6, it succeeds. If the player uses a person on their character sheet, the player rolls a 6-sided die. If the roll is a 1-2, the action fails and the the person is removed from the character sheet. If the roll is a 3-4, the action succeeds but the person is somehow harmed in-game. 5-6, the action succeeds and the person is fine, AND (if there are less than three people on the character sheet) the player adds a new person.


The scores are done away with, though. I never actually suggested throwing rules away: even make-believe has rules (implicit or explicit); I guess one could call the friends list you used as an example as a character sheet, though it would be strictly through catachresis, as it says nothing about the character herself, except through her connections to other people. I would call it a relationship list, karma list, or whatever name sounds cool to the players...

I also realize my previous posts seem to have a mainly Simulationist or Gamist slant; maybe it's true, and I'm biased. I apologize, but I want to say I did read the essays, and I took them into consideration when I wrote the previous posts. Perhaps I haven't had enough time to digest the information, though -- it always takes a while for me.

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On 6/24/2004 at 5:10pm, Zak Arntson wrote:
RE: Doing away with XP

tiago.rodrigues wrote: I guess one could call the friends list you used as an example as a character sheet, though it would be strictly through catachresis, as it says nothing about the character herself, except through her connections to other people. I would call it a relationship list, karma list, or whatever name sounds cool to the players...


I get where you're coming from. In my sample game's case, the character is defined solely through relationships. That says everything about the character (in terms of that game)! This is tangential, so I'm moving it to another thread for discussion in this thread: New Glossary Entry: Character Sheet.

Perhaps I haven't had enough time to digest the information, though -- it always takes a while for me.


Don't apologize! It takes a while for that stuff to gel. I'm just now feeling comfortable enough understanding it to prod at the thing and challenge it.

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Topic 125083

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On 6/24/2004 at 7:39pm, Alf_the_Often_Incorrect wrote:
RE: Re: Doing away with XP

RobNJ wrote: Fiction (be it plays, movies, books or TV) is not typified by people always becoming more powerful. Depending on the genre, they may even degrade over time. Instead of people becoming More and Better, fiction tends to focus on development, changes, but not necessarily an ever-upward scale of change.

My friends and I are developing a noir/dystopian style game, and I am contending that we should drop this notion of XP, and rather have changes to characters focus on in-game rewards, changes in the characters' standing in society and the fortunes of their lives. To have changes to the character sheet negotaited at the table between games rather than being the result of some expenditure of resources or consequence of gathered points as in most games.

Getting increasingly powerful is only an artifact of the history of roleplaying games. It's not a facet of most fiction (at least that that comes before RPGs or isn't aware of them).

I know there are arguments that can be made against this position, and I'd like to hear them, or let me know if you agree.

Has anyone done a game where xp and an ever-increasing power curve were not part of the mix?


Makes sense at first glance. However, consider this: without advancement, the game could easily get boring pretty fast. Let's face it: people like getting stronger. It doesn't nesscesarily have to use XP (I'm going to make a post soon about an alternative to XP, but it would be tangential here). I don't think a game without advancement would be much fun at all. Besides, a lot of novels in the fantasy and sci-fi genre do involve advancement.

Overall, I think there is absolutely nothing wrong with sticking to the tried and true methods.

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On 6/24/2004 at 8:34pm, Andrew Morris wrote:
RE: Re: Doing away with XP

Alf_the_Often_Incorrect wrote: without advancement, the game could easily get boring pretty fast. Let's face it: people like getting stronger.


I've got to disagree with you, Alf. Lack of advancement doesn't make a game boring, in and of itself. For example, a game could be designed that deals with a plague that's wiping out humanity. The characters are fated to die horrible deaths, and all that makes it possible for them to go on is achieving some goal. As the campaign progresses, the plague takes its toll, robbing them of their strength of body and mind. Thus, each session has heightened excitement, as their deadline draws nearer, even if the characters are given no advancement mechanism, whether it be XP or something else.

Alf_the_Often_Incorrect wrote: Besides, a lot of novels in the fantasy and sci-fi genre do involve advancement.


I don't think literary sources "prove" anything here; if you look hard enough, you can find plenty of examples to support either viewpoint.

Alf_the_Often_Incorrect wrote: Overall, I think there is absolutely nothing wrong with sticking to the tried and true methods.


I don't know that character advancement is "tried and true," or if it's just what everyone's done simply because "that's the way it's done." Personally, I remember many times where, over the course of a long-running campaign, my character became so powerful that the game was no longer challenging, and I lost enjoyment.

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On 6/24/2004 at 8:54pm, Alf_the_Often_Incorrect wrote:
RE: Re: Doing away with XP

Andrew Morris wrote:
Alf_the_Often_Incorrect wrote: without advancement, the game could easily get boring pretty fast. Let's face it: people like getting stronger.


I've got to disagree with you, Alf. Lack of advancement doesn't make a game boring, in and of itself. For example, a game could be designed that deals with a plague that's wiping out humanity. The characters are fated to die horrible deaths, and all that makes it possible for them to go on is achieving some goal. As the campaign progresses, the plague takes its toll, robbing them of their strength of body and mind. Thus, each session has heightened excitement, as their deadline draws nearer, even if the characters are given no advancement mechanism, whether it be XP or something else.

Alf_the_Often_Incorrect wrote: Besides, a lot of novels in the fantasy and sci-fi genre do involve advancement.


I don't think literary sources "prove" anything here; if you look hard enough, you can find plenty of examples to support either viewpoint.

Alf_the_Often_Incorrect wrote: Overall, I think there is absolutely nothing wrong with sticking to the tried and true methods.


I don't know that character advancement is "tried and true," or if it's just what everyone's done simply because "that's the way it's done." Personally, I remember many times where, over the course of a long-running campaign, my character became so powerful that the game was no longer challenging, and I lost enjoyment.


I can imagine that the plague-RPG you mentioned would be exciting, but I'm not talking about degrading being boring; I'm talking about staying the same being boring.

Okay, so you have me in the sense that non-advancement takes all of the fun away, which was definitely a poorly phrased opinion to begin with. Anyway, I don't see a definite flaw with advancement, except your complaint that it's unrealistic, which it isn't. After all, without advancement, a veteran soldier would be no more competent than a private. It really contributes no realism whatsoever. If your character is no longer challenged, that's your GM's fault. The point of advancement is soaring to bigger and better things; if you aren't, that's the GM's fault, not the system's, for not challenging your character appropriately.

I see no point in removing advancement; it's just removing a harmless element which positively contributes to the game for no apparent reason.

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On 6/24/2004 at 11:22pm, Andrew Morris wrote:
RE: Doing away with XP

Alf, I guess I didn't communicate my ideas well enough. I was trying to show that even the opposite of advancement can be interesting. My point is that the value of advancement depends on the particular game. In some games, advancement is a perfect fit. In others, it is not.

As to advancement being unrealistic, I don't know where I said that. But I don't think being "realistic" is the be-all, end-all argument for a particular game element, whether it's character advancement or anything else. For example, it's realistic to expect that people will catch a cold or other minor sickness every now and then. Does that mean every game should have a chart detailing the frequency a character must check to determine if he has caught a cold? Of course not. Nor does it mean that this will never be useful in a particular game.

I'm not taking a stance either for or against advancement. What I disagree with is stating that such an argument applies across every game or for every player. There's a whole lot of variety that I think gets ignored with absolute statements. That's all. That's my point -- everything varies with the particular game in question and with the particular players.

EDITED to remove comment about non-functioning link, since it seems to be working now.

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On 6/25/2004 at 6:46am, Tomas HVM wrote:
RE: Doing away with XP

Andrew Morris wrote: I'm not taking a stance either for or against advancement. What I disagree with is stating that such an argument applies across every game or for every player. There's a whole lot of variety that I think gets ignored with absolute statements. That's all.
This is very well spoken!

I am very much in agreement with Andrew Morris, even though he ends his argument with an absolute:
Andrew Morris wrote: That's my point -- everything varies with the particular game in question and with the particular players.
This absolute is as false as any absolute statement about RPGs I've seen. I do see the intention behind the words, but there is no way I will accept that "everything varies".

It varies how a game is played, yes, but most of the time you may recognise a game for what it is. And much roleplaying is in fact built upon repetitive routines, mostly routines given by the design. Roleplaying games are young, so we may very well live to see some pretty strange games of this type yet, with or without "character advancement".

My humble point; method does matter!

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On 6/25/2004 at 2:05pm, Andrew Morris wrote:
RE: Doing away with XP

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.

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On 7/6/2004 at 10:07am, LoreTG wrote:
RE: Doing away with XP

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.

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