Friday, September 16, 2016

40K Friday: New Books!




I don't have them yet and I've only seen pictures of the insides but at the very least we have some new formations for Chaos Marines and Blood Angels. I'm seeing mixed reviews of what is inside but I am willing to bet there's something interesting for both armies in each book.

That said I do not understand the reluctance on GW's part to just issue a new Chaos Space marine Codex. We're still using the one from 2012 which was the very first codex for 6th edition! It's the oldest current codex while the loyalist marines, eldar, and tau have all had two books in that time. New formations and some special rules do not fix the basic problems with the book as it is now.

GW is advertising a new combined digital codex for the Blood Angels but nothing about a new print version. I'd like to see that too but I'm not sure we will.

I get that there is a new additive approach now - instead of replacing a codex we're going to put out a campaign book that adds formations and characters to what's already there. It's not terrible but it does make things difficult for a new player. Pick Eldar you just need the one book. Pick Blood Angels you need two now to be  current. Pick CSM's and theoretically you need four (!) to have the full set of options. It's messy and I think a company at GW's level could do better.

Wednesday, September 14, 2016

Rogue One and the Star Wars RPG




A long time ago and not all that far away I used to hear a common complaint when it came to the Star Wars RPG:

"Eh, the main story's already been told. I don't want to play second fiddle. There's nothing else to do."

First it was at the local game store, in the college dorms, and at the occasional con.

Later it was online. There was a lot of this attitude online.

It used to annoy me. I used to try and open their minds. "Hey, you know there are a lot of other things going on besides the Skywalker stuff. There are comic books. There are novels. There are a lot of other places to steal plots from. Heck there are other SF RPG's like Traveller from which one could adapt material. By the late 80's West End had multiple published adventures to give examples of the kinds of things a party could do in the Star Wars Universe - and those are just the easy options.

By the mid-90's the West End RPG was in full swing with a ton of sourcebooks and adventures. The comics were going again, and the novel line was rolling hot. We started exploring the Old Republic. The TIE Fighter and X-Wing computer games opened up some new territory for play. We were given the "Shadows of the Empire"  multimedia plotline.

I still heard that there was not anything really interesting to do with a Star Wars game. Often from people who raved about the Dark Forces PC game.

By the end of the 90's we had a new movie and plans for two more! Whoa whoa whoa! If there's nothing left to do with the universe how are they doing a new movie? Oh wait, it's a prequel about how Darth Vader gets to be Vader so it doesn't count!

Early 2000's we complete a new trilogy, get a new RPG with a whole new take on things, more sourcebooks and adventures, oh - and we get a new computer game about the Old Republic.

I'm still hearing it.

We get a new TV series about the clone wars - nah, it's too much jedi/too high powered/ a kids show - pretty much any excuse you can think of to ignore the single best new era for an RPG camapign since the original movies.

We get another new movie "but it's a sequel so it doesn't count".

Fine.





Now we have a new series set prior to the rebellion with almost no connection to the original trilogy  AND we have a movie coming out that is neither a prequel nor a sequel nor a remake of any prior material. Coincidentally both of these are scenarios that have been played out by anywhere from a dozen to a thousand RPG groups over the last 3 decades. We also have yet another new RPG out with a whole new set of adventures and sourcebooks. Not to mention another wave of novels, comics, and computer games.

And I still hear it!

It amazes me that in the face of almost 30 years of additional Star Wars stories from comic books to computer games to TV shows to additional movies I still see people who a) don't have any idea what to do with a Star Wars campaign when given the chance to run or play in one or b) even worse, object to the idea of a Star Wars game at all because they don't think there's anything else to do outside of the movies. I don't think you have to be a huge Star Wars nerd to have picked up on some of this stuff.

For me, Rogue One is the final nail in that coffin. You don't get to say that anymore as an educated position on the subject. It's been disproven in every form of narrative media we have today.

So I'm not going to try and convince anyone who says this that there is another way anymore. I'm just going to let it go and talk to someone who isn't still living in 1983.

Tuesday, September 13, 2016

The Underwhelming Star Trek 50th Anniversary




I know I know - I'm a few days late. It's a big anniversary - or at least it should be. So far it feels pretty underwhelming. How many TV shows/movies/book series/IPs in general have a continuous 50 year history? Not many? Even non-fans are at least aware of Trek, and quite a few of them think favorably of it. Your grandmother probably knows about Star Trek and has probably seen it at some point! How many have generated 5 separate TV series? How many have spawned 10+ movies? Star Wars. Superheroes. The Wizard of Oz. Monster movies. These are the only things close, and in terms of "content" as we all like to say nowadays, I would bet there's more trek than any other single IP out there now.

Fifty years. So what do they do to celebrate it? Well ...

  • They made a movie they were going to make anyway. There was nothing specifically "50th" about Beyond.
  • They announced a series for ... next year. Impressive.
  • A concert tour. Alright. 
  • An existing computer game got an update. OK.
  • A Facebook video. A Facebook video! A weak facebook video!
  • And of course the fan films got slapped around. That was nice.
It's just seriously disappointing. If you want a general sense of what I mean then ask yourself this: How do you think Disney would have handled it if they owned Star Trek?

I think it would have gone quite differently myself.

This guy says what I feel in more detail in this article. I think it covers the rest pretty well. 

Underwhelmed. Disappointed. This could have been used to pump a burst of energy into the whole thing. Instead it feels more like "oh yeah, we have that. we should do something. Nothing too big though." It's like they were afraid of annoying the neighbors. 

In spite of all this I am hopeful for the future. It would be nice to show the kids an active, interesting Trek show that's on TV right now while they're still kids. If the new show is good then I'll still get to do that. If not, well, maybe the new RPG will be good at least so we can make our own.



Monday, September 12, 2016

Meme-tastic Monday







It's good to have football back!

Thursday, September 8, 2016

Villains and Vigilantes 3.0 Kickstarter




Jeff Dee and Jack Herman, the original creators of V&V are running a Kickstarter to produce a 3rd edition of the game. I know new editions are often painful but considering it's been 24 years since the 2nd edition I don't think anyone can say it's "too soon". I shared my thoughts on the game in a post about 5 years ago and to update that: haven't played it since then, still have the books. One of the best things about V&V is that it came out of someone's home campaign - it wasn't written to fit a specific universe, it wasn't written as a "product" - it was a game first and then a book on the shelf.

I do like to see original creators coming back to a game, especially considering the legal fight these two had to have to get here. It will be interesting to see how their perspectives have changed in 30+ years. Considering they were in high school when they wrote it I suspect there will be some notable differences.



The one disappointment: The book is in black and white. They are saying it's to save time and get it out there and that does make sense. Still, it's a comic book RPG - I'd love to see it done in full color. A future project, perhaps?

There is a pretty reasonable set of pledge levels, starting at $15 for the PDF. It's already funded so it's going to happen. Jeff Dee has run a few Kickstarters for other things previously and they've been playtesting the rules for a while now so I'm confident it will come out in a timely fashion. No uncertainties here - I'm in on this one.

Anyway, I was pretty happy to see this happen and thought I would share for anyone else out there who's a fan.


Wednesday, September 7, 2016

The GURPS Dungeon Fantasy Kickstarter





So there's a Kickstarter for GURPS. I shared my experiences with GURPS in a post a few years back and to be honest I haven't added anything new in the six years since I wrote that. It's just not a game my players are interested in playing. I've actually sold off a lot of my books because they gathered dust for ten years and with the Great Internet Attic of eBay I can always go get them again if there's a sudden outcry for GURPS again.

Part of the lack of interest I think is because there have been a lot of new editions and new game systems that have come out, many for specific genres, while GURPS has been pretty much the same thing since 2004 (4th edition) which is really not dramatically different from 3rd edition (1988). So feel comfortable blaming some of the disinterest on Steve Jackson Games (insert smiley here). The 4th edition version of GURPS Traveller was a prequel setting, a lot of the more interesting books and concepts for books from 3rd never made the jump to 4th (Discworld, Myth, Atomic Horror, Rome, Greece, Autoduel) and while 4th involved the usual re-purchasing of the same books you probably owned in 3rd it never really went beyond that for me. They did branch out some with PDFs (full list here) but that was a few years into the new edition and I just was not interested by the time the PDF machine was really rolling.

The other problem with GURPS in the last decade especially is "what is the flagship GURPS game"? It's a great toolkit game for GM's who want to do their own thing but settings are what get attention and keep the interest levels up even when not actively running or playing a game. Of the universal multigenre games Hero has Champions, BRP has RuneQuest and Call of Cthulu, Savage Worlds has Deadlands, GURPS has ... what? For a while it was the alternative system - there was a GURPS version of Vampire, Werewolf, Deadlands, Castle Falkenstein, Conspiracy X, Prime Directive, and of course Traveller. Those are all licensed settings and while that's a totally solid way to go it seems like after 30 years of GURPS there should be a go-to setting for the game, something it's known for that is not a Plan B version of someone else's game.

  • "Banestorm", formerly GURPS Fantasy, is a cool idea and one I fell in love with a long time ago but I've managed to run all of 3 sessions of it because non-history buffs don't get excited about it and would rather play Greyhawk or the Forgotten Realms or Middle Earth given the chance.  
  • "Ogre" is another one SJG owns completely but is a little bigger in scale to the point that there's not a ton of opportunity there to do RPG things with the flagship entities. Battletech has good-sized war machines but they each require a human pilot, keeping characters right there in the middle of things. The whole point of Ogre is that the giant tanks are autonomous and don't need human control. At one point I thought playing the ogres themselves was the key to making it work but with no free will, no emotions, and no manipulatory limbs there's just not a whole lot to build on there. 
  • "Autoduel" seems absolutely perfect as a setting for an RPG. It's semi-post-apocalyptic so there's room to roam and ruins to explore. It's near future with lots of higher-but-recognizable tech floating around. There are obvious and well-supported options for playing duelist types in the big cities, lesser duelists in the smaller towns, or roaming the wastelands in between as adventurers or truck drivers (all of which have been covered in supplements for the boardgame to some degree). There were adventures in Autoduel Quarterly that were effectively RPG adventures, some of which were pretty interesting. It's just never really taken off and I'm not sure if that's lack of a big push by SJG, the declining interest in post-apoc RPG's in the 90's and 00's, or what exactly but it's a setting with a lot of potential. 

I spent a ton of time playing through this solo and with friends
So GURPS has been around but not really a big part of the RPG scene for the last few years. It's been supported, but not really promoted outside of the existing player base. Now SJG is launching this Kickstarter to re-ignite/gauge interest in the game and I have truly mixed feelings about it.

I'm really glad they're doing a KS for GURPS. It's about time!

I'm disappointed that it's for "Dungeon Fantasy" - the most generic kind of RPG. The kind of RPG I already have at least ten other systems for and so do many other players!  From the site:

Sometimes you want an intricate fantasy setting that encourages roleplaying and characterization – one with lovingly detailed cultures and plots, enabling you to give each hero a past, a family, and a home town. Sometimes you want to use every rule, making the game richer and more realistic . . .

. . . and sometimes you just want to play a combat-monster warrior who stomps monsters and takes their stuff!

Many – perhaps most – gamers started out playing simple dungeon-crawl RPGs or hack n' slash computer games. Some of us still recall that time fondly, but pretend to have "outgrown" it. But if you love the smell of fireballs in the morning, GURPS Dungeon Fantasy is for you.

No - D&D is for you! or Pathfinder! Or Swords and Wizardry! Or Labyrinth Lord! Or Dungeon Crawl Classics! Or any of the other umpteen dozen dungeon crawling RPG's on the market!

GURPS was the game we played when we were tired of dungeon crawling! because D&D was built for that and has always been better for that kind of game! 

GURPS is a great game for so many other genres, why did they choose this specific subgenre of fantasy for the "GURPS litmus test kickstarter"? If it fails or just barely funds I suspect we won't see renewed support for GURPS in a big way and that would be a shame. I know fantasy is the big dog in RPG's but its also the most crowded pool and dungeon crawls are the most crowded part of all. 

Also, from what I am reading, GURPS DF does not have any particular setting associated with it. It's sort of generic D&D type fantasy without any well-defined world. So there's no setting hook here and  the playstyle is certainly not unique - the pitch is pretty much "play D&D using some of the GURPS rules" and that's a shame. I suppose you could adapt one of the D&D settings over for it but if you;re going to play this style fo fantasy game and set it in a D&D setting why not just play D&D?

So I don't know if I'm going to back it. I kind of want to because it's GURPS and I'd like to see more from them, to see what a new generation of designers could do with the full game. 

Sidetrack: Imagine if they had an easy 3rd-party licensing setup like Savage Worlds or Mutants and Masterminds or Pathfinder - we might see a new wave of some pretty cool material come out for the old game. If an announcement of that kind of thing was part of the Kickstarter I'd be at least a little more interested too. 

That aside, it's $65 (with shipping) for yet another dungeon crawling game using a different system. Why not put that money into games we're already playing which include several other dungeon crawling type games? Why not build on what I already have instead of starting a new project? Heck, why not go buy a copy of Descent ($60 at Amazon as I write this) and get plastic mini's and cardboard map tiles?



What are the odds it will have support at the level of Pathfinder? D&D? DCC? Based on the track record I'd say it's pretty slim as it's been awhile since SJG really got behind a particular part of the GURPS line and really pushed it. Looking at what's available DF might be the best-supported GURPS sub-line but if the new set covers a lot of the core material, well, there's not a ton left over. Looks like there's all of one published adventure and no real setting material so it's mostly short books on mechanics. Whee.

The other question, if I did back it, is "when are we going to play it"? When are we going to choose this over D&D, Pathfinder, DCC - the usual suspects. What makes this better than those games for dungeon crawling? "But it's GURPS" - well that makes it different but not better. What hook does it have besides "GURPS"? How do I sell it to my players beyond "it's GURPS" because most of them have very little experience with that system and are pretty happy with the last 3 versions of D&D and Pathfinder. 

So I don't know - I'm still undecided. Leaning towards "skip it" but undecided. The KS runs for 23 more days. If I do jump in it will probably be late in the run and it will mainly be because I want to see GURPS get another chance at growth and not because I expect to play it much. I'll force a session or three on the Apprentices if nothing else if it goes that way but it will be more about future possibilities than the actual game in the box. 

Monday, September 5, 2016

Meme-tastic Monday

Guess what time it is this week?





One of my kids did this last year ...



Yeah, this happened too



To my kids this year


To the entire league this year!


The Great Paradox of Fantasy Football


Oh it's not just jocks anymore








Thursday, September 1, 2016

Where Experience Points Went Wrong - Part 3: Rise of the Machines




People like to characterize D&D in general as a Hack and Slash game. It certainly can be that kind of game but it doesn't have to be. Depending on the group and the time period outsmarting the enemy (and the game in a way) can be just a big a part of play. Sure, I've seen plenty of frontal assaults but I've also seen disguises adopted to sneak into temples. I've seen deals cut with leader type enemies in order to secure aid against a different enemy. I've seen flat-out Stealth aplenty. I've seen rivers re-routed to flood out a problem location. The first time I saw a truly well-played illusionist in AD&D was a revelation - he was like Green Lantern in a pointy hat! Creative players thrive in a game where magic is a part of the toolbox.

I've talked about killing monsters for XP, and fixed numbers of encounters and the problems they can cause. But if in the early days XP was awarded mainly for gold, how did we get XP for monster kills all the time and the hack and slash rep of the game?

For one, there were plenty of people focused on killing monsters even in the early days. I mean, having a way that "you" can fight a minotaur or a hydra is a pretty cool thing. This was even more true before video games were a real thing.


By the late 70's though you have another factor than how people played the game: computers. Apples and TRS-80's were coming out alongside the college mainframes that generated a lot of the early games. Games like Wizardry where the focus was on what? Going into a dungeon and killing monsters. There was no real interaction, no thinking outside the box - there was rolling up a party of characters, buying gear, and smashing your way through each level, drawing a map along the way, triggering traps, and hoping you came out with most of the party alive.

Sure, it looks primitive now but I can't tell you how awesome it was when it was new.

For the 80's this is pretty much how computer RPG's worked: create character/party, gear up, go into dungeon and fight, rest, level up, continue. All of the wizardry games and their clones, the early Ultimas, the Bard's Tale games, the early Might & Magic's, the Gold Box games all pretty much worked this way. The later Ultima's are worth noting as they started exploring morality by including some choices that had an impact on the game. For most there still wasn't much of a story other than "fight your way through a series of levels to fight the big boss enemy".

That's pretty much the problem in a nutshell

The 90's were mostly more of the same with better graphics but we started to get games like Betrayal at Krondor, Ultima 7, and later Baldur's Gate and Planescape Torment where there was a real story beyond just "kill things and loot".  There was still character progression and a lot of combat  to make that progression, but there was more going on too.

Krondor!

Then the online RPG's swept in and we saw the return of "advancement by combat" in a big way. Everquest was huge and that's pretty much how it worked.


Sure, it looks primitive now but I can't tell you how awesome it was when it was new.

So to me, at least part of the "must kill monsters to advance" mentality was driven by computer games through the 80's and 90's and was then canonized into the game with D&D 3rd edition where that was the standard, stated method of awarding experience in the DMG:


Now there is a roughly half-page section at the end that talks about story awards, bonuses for good roleplaying, and noncombat encounters. That is after 3 pages talking about monster XP and a big chart showing the numbers for monsters by level.A few pages later there's another 3+ pages on building encounters. It's not hard to see where the emphasis was and it's not a surprise that became the standard. In contrast the 2E DMG only spends 6 pages on the whole topic of experience and the first 3 topics discussed are fun, character survival, and improvement, and story awards are discussed through the entire section. It's a difference of emphasis in many ways. I think the increasing popularity of computer games through the 90's, along with the back-to-the-dungeon mentality of 3E, made this an easily assumed new standard for the game. Pathfinder and 4E both branched off from this and carried it forward to today. People say 4E was the MMO/computer game edition and while I can disagree for multiple reasons here's one you don;t see a whole lot: The computer game influence was already there years before 4th Edition was conceived.



Why is this a negative? Why is a heavy influence from computer game a bad thing? I'll go with one example: consider the Dig spell. In AD&D this was not a spell the new player cared about at all because it wasn't flashy. Experienced players though knew it was an awesome tool to have in your bag of tricks. Setting an ambush? Instant pit! Getting ambushed? Cut off part of the attackers with a moat! Need to direct enemies into a particular area? Dig out part of the road or path you expect them to follow! Fortifying a camp? Dig! Need to re-route a creek? Dig a new channel! Want to capture a big animal? Dig! Need to hide in a desert? Dig + an illusion of more desert! Fantasy blender? Dig + Blade Barrier = pain you can't escape from easily. There are a ton of uses for the creative player!

Yet it rarely shows up in a computer game because they can't account for all of the interesting uses for it. If it does show up it's usually only in the "does damage to earth creatures" aspect - the least interesting part of the spell.


And that's a fairly mundane bit of magic. Think of what an illusionist can do with an arsenal of deceptive spells. In a computer game though they tend to be limited to invisibility and "make an illusion of one of the monsters in the game". Those things can be fun but are only scratching the surface of what a good illusionist can do.

This is the effect that the killing-monsters-is-the-way-to-gain-XP mentality can have. Things are only important if they do damage or stop damage. Creative thinking is "how can I do more damage" and not much else. If it doesn't have a number on it then it's useless. Combat utility is the only measuring stick and DPS rules all.  I'm looking to do it better now in my games. I'll let you know what I come up with.


Wednesday, August 31, 2016

Where Experience Points Went Wrong - Part 2: Encounters




Yesterday was all about how and why XP is awarded. Today is a separate but related problem: TOO MANY ENCOUNTERS!

In D&D 3-4-5 and in Pathfinder there is an assumption that to level up we need a certain amount of XP. No problem there. Then we make another assumption that the XP should come from a set number of encounters - let's call it ten for argument's sake. So each "encounter" for a given level awards a set number of XP. I'm probably OK with that as a general concept. Then we have to decide what makes an encounter. That might be 4 monsters of that same level. Bringing in some higher or lower level monsters would award more or less XP proportionally. This is also usually tied to some assumptions and math regarding character offensive and defensive capabilities at each level.

In the rulebook, what you get is usually a fair number of pages devoted to balancing encounters.

Online what you get are a ton of forum posts about problems and experiences with the system.

In published adventures what you get are a bunch of fights included not because they make a ton of sense or because they fit a plot but because the party needs a certain number of encounters to progress! To me this is the worst possible reason to include anything yet designers keep on doing it. It's the kind of thing that makes me wonder if they really run longer campaigns.

In plot-heavy adventures it drags things out as unneeded combat encounters are added in to fill out character advancement before the adventure can move on the the next chapter.

In sandbox type adventures it's not as direct a problem unless you're trying to "zone" the area like an MMORPG. In that case it means you need a minimum of X encounter areas to ensure your players get enough XP to safely move to the next zone. Players rarely follow the GM's plan so they probably won't be as worried about this kind of thing as you are. It keeps the game interesting at least.



The focus with written adventures tends to turn into getting through fights or looking for the next fight rather than just doing interesting things. Combat can be a blast but it's hardly the only thing you can do in the game. At least 4E D&D brought in the skill challenge which codified a set of skill rolls into an alternate form of encounter that did not require combat and awarded level-appropriate XP. People look down on that edition as a miniatures combat game -and it was good at that - but it is the only D&D type game that has a built-in detailed system for non-combat XP awards.

It's human nature to want to put a system around these things, I get it. But the outcome has been mixed. These games tend to equate "encounter" to "fight" and so combat becomes the primary goal. These games also tend to have fairly detailed combat systems so the fights take a fair amount of time to work through. Getting to the next level can rather easily become a slog through a bunch of fights that don't mean anything other than getting the XP you need to level up.

Story awards make up for some of this but they are really not a system - they're more of a suggestion. Still it's a useful concept when in a plot adventure I am looking at adding in 3 more encounters to "make budget". Instead I can just say that uncovering the identity of the traitor is worth 3000 xp or whatever number will let the party level up at that point.




You might think from reading the above that I am against wandering encounters - I am not. Wandering encounters are a way to add life to a setting. Everything shouldn't be sitting in a lair waiting to be attacked. In the early editions of D&D you didn't get much XP from killing monsters - most of the XP came from treasure, and treasure was mostly in lairs. So they were a risk without much reward. This meant we sometimes avoided things because it wasn't worth a fight. That pretty much never happens now.

When I converted Pool of Radiance to 4E I stuck pretty closely to the system XP and Encounter guidelines but I didn't always want to sketch out 10 or 12 combat encounters per level. I made sure to include at least 2 or 3 places where skill challenges applied. Part of it was because there should be other options and part of it because we could resolve it in about a third of the time as a fight.

I don't mind having a system for advancement, particularly in a level-based game. I dislike it when it becomes a straitjacket that defines the pace of an adventure as a set number of combats that must be resolved before advancing. In a standalone adventure this doesn't come up as much. With the pre-plotted Adventure Path campaign approach becoming more popular - it's the Pathfinder standard and now 5E is doing it too -   I expect this will continue to be a problem.

How to make it better? I'd really like to see a skill challenge type system come back as a standard part of these types of games. It's not a perfect solution but it does point out that XP can be awarded for something besides combat and if it's formalized into the mechanics then there's a better chance that it actually gets used.  Plus, there's no reason a tense negotiation with the elf king or a strenuous desert crossing shouldn't award XP just like a fight with some frost giants would.


Tuesday, August 30, 2016

Where Experience Points Went Wrong - Part 1: "They're Not Worth XP Alive!"




I've been reading a lot of games these last few months, particularly older games. Reading RQ2, some old AD&D adventures, d6 Star Wars stuff, alongside Pathfinder stuff, D&D 5E, and Rifts for Savage Worlds gives some interesting perspectives on things. For today I want to talk about advancement and how games award experience points.

There is a ton of effort put into balancing encounters in a lot of modern games. D&D 3-4-5 & Pathfinder in particular. Why? Well, for one thing the mechanics of the game are built around the assumption of an escalating series of target numbers to resolve challenges in play. The other reason is that the leveling system is built around an assumed number of encounters per level. Say the assumption is that the party will have ten encounters each level before leveling up and moving to the next level. The game should give guidance on what those ten encounters should be. It's good to take a systematic approach to this kind of thing and put some math behind it right?

I'm no longer as sure as I once was.

With "encounters" most commonly defined as "combat episodes" the core of the game, the default assumption, becomes focused on fighting opponents, intentionally or not. GM's will skew towards it because that's what all of the numbers are about. Players will skew to it because that's how you level up and they want to level up!



Now there is some concession to "Story Awards" as  a means of rewarding players for accomplishing certain goals beyond killing more monsters. Pathfinder, 4E, and 5E all talk about this. One problem is that it is presented as an exception to the norm. So it's monstersmonstersmosnters with an occasional bonus from something else. The bigger problem is that it assumes there is a pre-existing story to follow, which is a pretty big assumption to make.

An offshoot of that, one I dislike intensely, is to just have the characters level up at certain points "within the story". It's a cop-out! We're going to build this class/level/XP system that takes up chunks of the rulebook to describe those rules and the inevitable "building balanced encounters" section but we aren't going to use it? Plus, again, it assumes even more than the story award that there is a plot that must be followed. It just screams railroad to me and I will never run a game that uses that approach.

Other games take a different approach. One example  from Savage Worlds to d6 Star Wars to GURPS to Hero - is to give experience points per session. Not per fight. Not a story award. You basically get some kind of progression points for showing up and participating in the game. I can totally work with that - simply being a part of the campaign world gives you experience. I could see layering on a bonus for defeating certain enemies or discovering some new area or thing to encourage action in certain directions.

This leads into my main point: Experience points are an incentive for players. They encourage players to take certain actions. If there is a system of character advancement players will want to advance their characters, so they will do whatever expedites that advancement.

For some games the incentive is mainly "show up" and that works just fine. It's sort of a meta-approach, one that exists outside the game world, but it can certainly work. It's just very broad and doesn't really drive any particular character behavior.

A more in-game approach, such as the D&D/Pathfinder approach, encourages players to act through their characters in certain ways by encouraging specific behavior. If there are chapters of the rules specifying monster defeats as the only enumerated source of experience, then you're going to get a hack and slash game pretty much automatically. Because the rules of the game drive your players in that direction. If all you have is a hammer, etc.

Here's a bit of a secret though: It wasn't always this way!


In the old days, sure, there were some combat heavy games, but it wasn't the focus of every game. Why? Because XP came from gold! The much-laughed at system of OD&D/AD&D/BECMI. Mostly laughed at by people who never played it! There's a reason a standard part of the OSR house rule discussion is 10x monster xp or whatever - because 90% of the experience in older games came from gold pieces recovered and only 10% came from beating monsters and a lot of players just can't see the sense in it. So they change it without even trying the original.

So why should they try it? Because it shifts the incentive from "kill monsters" to "acquire more gold". Sure, a lot of the gold available for the taking is held by monsters, but if the XP is in the gold and not the monster then it is possible to gain XP without doing a single point of damage to a monster. It's way too subtle a shift for some people but once a player or three pick up on it you start to see some major changes. Every character doesn't have to be built and geared for maximum combat effectiveness! Stealth and deception become far more valued. "Talky" skills are suddenly useful for actually gaining XP some of the time. In fact, that whole skills list starts to get a second look as people start thinking in terms other than DPS. A Pathfinder type Ranger with the ability to sneak, find things, and talk to animals has a pretty strong set of options right there. Consider the potential of the shapeshifting Druid in bypassing guards - or leading them away! Magic takes a different turn as well as everything from charm person to invisibility are even more useful than before. Heck illusionists start to appear once again as a powerful character type.

One example: In Pathfinder as written a party of all rogues is not particularly viable because their combat effectiveness overlaps too much and is not that great to begin with, so killing monsters is a tough assignment for them. If two of them sneak in and loot the chieftain's hoard while the third is trying to sell him Amway at the front door  ... well yeah they might be able to pull that off and they get a decent amount of XP for it too! Add in an illusionist keeping things lively out front too and you can have all kinds of fun - and no one is terribly concerned with damage modifiers while you're doing it!



Sure, you could just have the party kick in the door and slaughter everything to level up but not every game has to be an action movie. Why can't some of them be a heist film? The members of the Fellowship of the Ring were not all combat monsters. Nor was the A-team. If you want to encourage something beyond all-combat-all-the-time then it helps to incentivize those other things.

Putting the XP into something monsters have, rather than something monsters are, lets your players decide on how to recover it. Pulling the xp into the monsters themselves removes that choice and assumes combat is the primary, if not only, solution.

Now this isn't going to work for every game, but it does work for the default style of play for a lot of D&D type games. It worked years ago and there's no reason it can't work now. I don't expect a sudden rush back to this exact approach but it does highlight that awarding XP differently does encourage different behavior. Even as subtle a change as shifting from monster kills to gold recovery makes a notable difference. I'm hoping we will see as much thought put into "what" earns XP as we see put into the numbers associated with XP, encounters, and levels.