I’ll do my best to be concise here, but this is all a bit of a jumble in my brain, so there’s a distinct possibility of rambling. [Spoiler: I rambled.]
Since I first took up roleplaying in the Gygaxian Waybackwhen, I’ve always been a little bit frustrated when games didn’t lead to the stories I had in my head. Like when epic battles play out as “okay now you swing” hit point attrition. I had fun - enough fun to hook me for 40(?!) years now - but there was always something a little bit… off.
Experience was always one of those things. Experience systems are largely built around the idea that “growing” means becoming objectively more potent, usually dramatically so.
And yeah, this is a thing that happens in stories. Star Wars leaps to mind. We’ve got a humble Farm Boy that becomes the Last Great Space Knight Wizard. He becomes objectively more powerful.
But he’s got these friends…
Like this Space Pirate Guy. When we meet him, he’s a bad-assed pilot with a cool ship and a cool sidekick. He’s quick with a blaster (quick enough to shoot first), and he’s really bad at talking his way out of trouble, which is a pity, because he does that a lot. And there’s a Bad Guy who wants to have a chat.
Then by the time Farm Boy has become the LGSKW, Space Pirate Guy is a bad-assed pilot with a cool ship and a cool sidekick. He’s quick with a blaster (quick enough to shoot first), and he’s really bad at talking his way out of trouble, which is a pity, because he does that a lot.
He’s gotten some recognition in the Good Guy Army - they made him a general. And we’re introduced to another friend who’s a bit of a mixed blessing at first, but by the end, he’s a good ally. And the Bad Guy thing resolves, so he doesn’t have that hanging over his head.
But what he has not done is become objectively more powerful. He is as capable when he begins this adventure as he is when he celebrates Teddy Bear V-Day.
So now, here I am, decades later, tinkering with games myself, tinkering with an existing game {and my current favorite system no less), and I’m wondering if I can make XP work more like the fiction I’m trying to imitate. Can I allow the Rise to Power without forcing it? Can I provide other interesting rewards and paths to players?
I don’t want to get too complicated, but I’m considering shifting some XP rewards to Coin. Doing that would make self-improvement one of several options. You could spend Coin for extra Downtime Actions to train, blow it on something else, or you could save it.
But it doesn’t feel as rewarding, does it?
Or I could just give those XP as Downtime actions… but that feels like it could wreck the Downtime economy. Strangely, more than the extra Coin?
I feel like I’m close to something, but I’m at the stage where I could use some input from clever people who are doing clever things with their own clever games. Any thoughts would be appreciated.
Cheers!