squeen
8, 8, I forget what is for
Just laying down a thread-marker here over to the great discussion going on in the comments on The Temple of the Blood Moth review (for future reference).
Maybe so, maybe no. I'm at Gencon and a pretty decent number of guys in my old-school games are other 20-somethings. The playstyle has appeal beyond nostalgia.Hang in there. Us "fossils" will eventually fade away (and the OSR probably too)---then you can have the final word.![]()
That is music to my ears.Maybe so, maybe no. I'm at Gencon and a pretty decent number of guys in my old-school games are other 20-somethings. The playstyle has appeal beyond nostalgia.
- Because of this, I started looking for a way to award XPs for the whole suite of activities that adventurers can engage in, without trying to calculate XPs for each action. This led me to look at awarding XPs for goal achievement, so that they got the same amount of XPs for achieving a goal regardless of what combination of combat, strategy, skills, other resources and ingenuity they brought to the table. The assumption is that if they achieve a goal they have learned something.
Money=XP, all other things considered, is useful for players setting goals, in a way Murder=XP or Many Things=XP (rewards for combat, adventure completion, exploration) isn't.
Only true if the players want to use the acquisition of gold as their exclusive objective. If they want to do other things, and get credit for it, then you need to use some other system. As long as it is a system - the XP available needs to be predictable to the players in order to make risk assessments.
All of the below is assuming a sandbox or otherwise player-driven game.
Money=XP, all other things considered, is useful for players setting goals, in a way Murder=XP or Many Things=XP (rewards for combat, adventure completion, exploration) isn't. If I know there's a dragon hoard nearby, or a fleet led by a pirate queen, or the richest merchant in the land, then I can decide who to go after and balance risk/reward. Provided the adventure hooks are there to be found, I have a good idea of what adventure offers what reward, and how to go about getting that reward.
Murder=XP limits the kind of adventures you can have (I'm not fighting a dragon or taking on a pirate fleet at level 1) and the way you approach adventures. The limitations are so commonly known that lots of groups award the same XP for bypassing fights, but the assumption for "bypassing fights" has its own issues.
Many Things=XP (what DP is calling XP=XP) isn't awful, but it can and often does obscure the reward in an adventure. Unless you're stating up front the sort of things you award XP for in this format, and the amount that gets awarded, you'd usually be better off with levels for nothing.
Milestone leveling (in the sense of players accomplish a certain thing/plot point = level) is poison for a sandbox game. It only makes sense in the context of an adventure path or other somewhat railroady game style. I suspect DP may be advocating Levels for Nothing.
Levels for nothing is the absence of levels as a reward, turning them into an expected progression. The group plays three sessions, they level (or something equivalent). There isn't really anything wrong with this kind of play; but it can leave players feeling rudderless at times, since it gets rid of one of the more useful player motivating reward mechanics.
I'd like to hear how you came to that conclusion, because as I see it, you have it reversed. GP=XP I see as less useful for setting goals, because the players goals all become profit-driven.
Also, how can the party possibly know what treasure is involved in, say, figuring out who is haunting Farmer McGregor's field at night, or killing the giant feral hound that's eating village children? GP=XP party has zero motivation to look into that - Farmer McGregor is probably a broke peasant, and feral hounds aren't know to carry around gold and magic items. The party doesn't initially know they'll be rewarded with the Family Ancestral Sword, or that the feral hound has a potion merchant trapped in his den. They'll never know, because they aren't motivated to do the adventure.
Murder whodunnit? Nope, no money there, not interested. Tomb of Horrors? Nah, I heard there's not a lot of treasure to be had there. Why explore that dangerous old crypt when there's a dragon horde in the other direction with more money and only one real obstacle? And so on. Whereas if the party knows I award XP for completing significant events, then they're going to latch onto events, regardless of the financial gain to be had. If the party gets XP for killing monsters, they're going to hunt that feral hound to the ends of the earth and scour the Tomb of Horrors of all life.
You seem to be putting words in my mouth. What you think I call 'levels for nothing" is not at all what I'd advocate. levels for nothing implies... doing nothing. XP is given for accomplishments in a milestone system. The party has to solve the murder, or stop the bad guy, or rescue the princess, or whatever. That's not nothing; that's levels for adventuring... kinda the whole point of the game, really.
There's no expected progression because only I, the DM, knows when and how XP is going to be awarded, much like how only I know where all the gold is stashed if I were running GP=XP. The player's aren't privy to that - all they know is they'll see a goal and likely improve their characters if they accomplish goals with them.
In GP=XP, the finish line is GP. Guess you'll never meet a level 15 Druid who isn't a millionaire, or find a Level 12 Fighter who couldn't just hire an army to do the fighting for him.
In XP=XP, the finish line is undergoing the experience (hint - they are called "Experience points"). A level 15 Druid has seen some shit; he didn't just come across a treasure vault and suddenly gain new spells and abilities. A level 12 Fighter has wrestled with some serious foes; he didn't kill a single foe who happened to be fabulously wealthy.
I would like to suggest that if your players are pursuing their own non-monetary goals (and achieving them), then that is reward enough without XP. (...and signs of a healthy campaign!).