I had an interesting game design question.
Is earned advancement really needed?
Whats to say we have to have experience points in a game?
I was wondering if would hurt a system is if all the character advancement was based on how long the characters played or age. It seems to me that concept of an earned advancement through points is not inherently even. And if you are doing it in such a manner to keep everyone even then there is not point in having an earned point advancement.
Just a thought. I would be interested to see what other people thought.
Is earned advancement really needed?
Whats to say we have to have experience points in a game?
I was wondering if would hurt a system is if all the character advancement was based on how long the characters played or age. It seems to me that concept of an earned advancement through points is not inherently even. And if you are doing it in such a manner to keep everyone even then there is not point in having an earned point advancement.
Just a thought. I would be interested to see what other people thought.
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Deadlands has a system where you are rewarded for all sorts of things, whatever gives you a fate chip (which can pretty much be for ANY reason the marshal wants). You could call that "earned point advancement" and in my experience it works out well (though we houserule a 3-4 bounty point base reward per session in addition to converted fate chip bounty points).
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I was thinking in terms of divorcing the rewards for role play, killing a particular monster, or any goal based achievement. Simply making it an even you have adventured this loing there for you get blah. Do you think that would be a good or bad thing?
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I think a system with no earned advancement suffers a bit. I think a game with rapid but even advancement can outweigh that significantly.
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Basically, my point with the last comment was this (which probably wasn't clear, I'd been playing AoC all day): earned XP awards where different players get different amounts is better or worse depending on the system you're using. In DnD, falling behind can be bad; in Deadlands, it doesn't matter as much. So, with a system like DnD, I would say that giving more even advancement is best, maybe with just a little bit of variance at most. In Deadlands, even advancement doesn't matter as much because the power curve is much flatter.
All told, I'm a favor of some earned advancement, with some controls to keep anyone from falling too far behind. Even if it's not tied to the character, but the party (ie, a session where you kill a major bad guy is worth more XP to the party than one where you only do minor things). The even advancement thing could work...I'm just not sure that I would like it as much. I want extra XP/advancement points for accomplishing big things.
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Questions for this idea:
1) Is it based on time logged in?
2) Do you have an automated log out bot to stop players from leaving their toon online while not actually there?
3) Is it only based on time since character was created?
4) Could I make a character, use a bot to stay logged in and be the same strength as someone that has played every day since the same creation date? or stronger since my bot doesn't sleep?
5) How much effectiveness is derived from relative level and how much from gear?
~H
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I've played a lot of tabletop games, and have only had two campaigns ever which did uneven experience points. One was a 7th Sea campaign, the other is
Every other game I've played, good roleplaying was a given. You don't get rewarded for it, you just do it. You don't get rewarded for not cheating, you don't get rewarded for good RP, you don't get rewarded for keeping your character sheet up do date. These are just things you do because that's how the game works. The reward is a fun session well played. That's it.
This makes me wish you'd stuck with jeffrey's game. Lots of really good roleplayers there. And hey, it would have been fun. :)
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If you think it's a problem we could discuss possibly dropping it at the next session. I just started it a ways back because I found it ended up making a better game for everyone involved.
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I am generally in favor of encouraging role play though. I think the role play award is probably more useful in games with mnore beginner players. Experienced players generally don't need much encouragement.
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Don't mind me, just butting in...
The groups' DMs (two currently) will hand out minor XP awards, at about 5-10 points at a go, -maybe- 20-30 for exceptionally good roleplay. The reason we did this is because the rewards are less noticable, but also allow for our exceptional role players to really show how they're doing later in the campaign, when they get to process a level up a good 2-3 encounters before the non-role players. We've started to discontinue the system though, as we're all getting better at falling into character and that so much of it is based on DM perception. The other DM and myself are taking a closer look at if we should keep the system, or possibly start handing out true atta-boys like rerolls or action points.
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See, that's totally baffling to me. That's like saying "People don't like to do the fun part, they just like doing fantasy-themed accounting." :)
I don't think it's currently a problem. I do wonder what's going to happen if the characters' levels start to spread out. I've never been a game where that's been allowed to happen before, so it's hard for me to guess how much of an issue that'll be.
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That said I think Jeffery had some good ideas on the game. I would have liked to seen where it went. I also kind of liked my character. Just the frustration with the program we were using was overwhelming my fun.
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I'm with you there. Though that's not an option when playing with people in California, so it's a trade-off.
Pity about the technical difficulties, though. Wish we could have fixed that. :/
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There's also might arise the problem of there not being enough incentive to do things for some people. Why go fight tons of monsters to get better at battle when I can ride my horse around for a month and get the same experience? There'd have to be a clear way to avoid things like that, where if they want to improve fighting skill they've got to do actual fighting, if they want to improve weaponsmithing, they need to make weapons, etc.
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But for a more workable idea, I was pondering a game where you can buy one skill or skill level after each event. Doesn't matter if it's Dagger, Dodge, or Lore level 5. It would be nice to be guaranteed to improve the character each event, instead of sitting still while you saved up for the big expensive stuff, but mana would probably require some tweaking. Perhaps it would come in mana sets.
Anyway, none of that really applies to tabletop so well, but I found it amusing that I was just thinking about this.