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  1.  # 1
    Between the latest episode of Master Plan with Luke Crane on advancement, and having run Misspent Youth at JiffyCon Lowell and having one of the complaints be that the characters don't get better, I'm wondering what people's opinions are on this. When choosing whether to play a game, when evaluating your enjoyment of a game, how important is it to you to have your character advance?

    By advancement here, I mean for the character to improve, build, get better, level. I explicitly do not mean just change (e.g., get worse, shuffle and rewrite but not improve, etc.).
    • CommentAuthorkomradebob
    • CommentTimeDec 10th 2008
     # 2
    Largely unimportant, but I play mostly one-shots.
    • CommentAuthorJ. Walton
    • CommentTimeDec 10th 2008
     # 3
    Advancement is far less interesting than transformation.
    •  
      CommentAuthorRobert Bohl
    • CommentTimeDec 10th 2008 edited
     # 4
    For me, I'm pretty tired of advancement. It's relatively rare in fiction1 for characters to improve continuously. I far prefer games where the characters "merely" change. My favorite is probably Primetime Adventures, where characters can be (sometimes partially) rewritten after the pilot episode, after their spotlight, and between seasons.

    1: Creating fiction is what I am most interested about when I roleplay.
    •  
      CommentAuthorrenatoram
    • CommentTimeDec 10th 2008
     # 5
    To me? Practically has no importance at all.
    But what do I know, I'm a dirty hippie who translated and enjoys DRYH very much, so...

    I know at least one or two people (who have never played a game with no mechanical buildup, mind you) who expressed concern in a game with no "experience points" and no strict "advancement". Me, I'd forget about the automatic experience trait between Dogs' towns if my GM did not reminded us (and I'd be wrong, btw, since dogs is tailored to work that way).
  2.  # 6
    If by "advancement" you mean "misery-tourism-weepy-emo-failure-porn" ... very important.
  3.  # 7
    The unanimity of response here (so far) is interesting. I wonder whether I might not get an extremely different reaction if I asked, say, on RPG.net. I may do that some day.
    •  
      CommentAuthorrenatoram
    • CommentTimeDec 10th 2008
     # 8
    You would, definitely.

    The very concept of a game without mechanical advancement is utterly alien to al lot of people, and that's why you don't often see its existence's importance stressed out. Take a look at the long threads about Spirit of the Century, starting from the preorder period, on rpg.net (I know, I was there :) ).

    There were various things considered "too strange" in SotC (declarations, 'metagame' mechanics, fudge dice, whatever), but one of the most consistently talked about is the lack of advancement. Heck, *I* think the idea of shuffling the skills and changing the Aspects to be golden: practically the perfect mechanical implementation of how characters change in fiction, but people were continuously concerned about the fact that you did not get to be "even more badass" (as if you needed it...).
  4.  # 9
    Advancement? I don't want it, unless it serves the target fiction. I'm working on a game that has an advancement mechanic, but that's because it's about students at the American Institute of Wizard Arts, and increasing their power is part of the reason they are there.

    What's always important is development.
    • CommentAuthorffilz
    • CommentTimeDec 10th 2008
     # 10
    Some kind of change is important to me for anything more than a one-shot (or a few sessions). If the character doesn't change mechanically, then there is a weak link between the mechanics and the play. So far, in all the games I've felt good about that were not one-shots, there has been at least some advancement.

    Frank
  5.  # 11
    But Frank, are you talking about advancement (improvement) or merely change?
    • CommentAuthorkomradebob
    • CommentTimeDec 10th 2008
     # 12
    Oh, amend mine a bit: I do want a certain level of starting competence in a character, so that may account for me not rating advancement very highly.
    • CommentAuthorValamir
    • CommentTimeDec 10th 2008
     # 13
    Advancement is so ingrained into the gaming culture that it is the defining feature of what Role Playing *is* in computer-land.

    Go ahead, read PC game reviews. You'll find phrases like "Role Playing elements" or "combination FPS and RPG". Invariably this is code for "your guy levels up"

    If you're playing an FPS and after so many kills you get to improve your "jump skill" than that's Role Playing.
    If you're playing an RTS and you have a hero who gets more buff after he kills 10 bad guys than that's Role Playing.

    Outside of our little hippy freak corner of the world...Advancement = Leveling Up = Roleplaying.

    If you did a survey of all gamers as to what constituted a roleplaying game I guarentee the #1 answer would be character improvement...because any of our answers would be dwarfed by the PC gamers for whom that is the defining element.
  6.  # 14
    Asking whether advancement is important is a loaded question - it presumes that we're unable to look at the game as a compherensive activity and are limited to a passive player-viewpoint where we're being fed interactions of different sorts with no perspective on why we're doing what we do. Surely we can do better than just focus on a given mechanic and say that it's important to us in isolation?

    In other words: I have no idea if advancement is important to me in a given game. Depends on what the game is about. Give me The Shadow of Yesterday or Dungeons & Dragons or Exalted, and heck yes, advancement is important to me. Those games are built so that advancement is important in them. It's not me, it's the game. I'd have to be an idiot to claim that advancement of characters is somehow intrinsically important or non-important to roleplaying games when there are plenty of examples of both types of games out there. And I'd have to be very narrow-minded if my own game preferences just happened to fall in line with this small mechanical detail when there are so much better reasons for choosing one game over another.

    And here we see why I don't usually participate in rpg discussions in the Internet. My answer to 80% of these questions is "depends on context". Not very interesting.
    •  
      CommentAuthorrenatoram
    • CommentTimeDec 10th 2008 edited
     # 15
    I guess I am taking something as a given myself. A character will be proficient enough when starting to be enjoyable and to be functional to the kind of fiction we're creating, yes.

    But I don't want advancement if that's not the case: I want a better written and playtested game! :-D
    (the "i'm an ineffectual punk and I have to grind points to be fun playing" stuff might work for MMORPGs, but will not work with me, thanks :) )


    Oh, a weird side note: DnD 4E has practically NO advancement, at all, if you follow the rules, does it?
    Look at it this way: You become stronger, the opposition becomes stronger, you always have a roughly 50/50 chance of hitting and the damage scales so that the average number of strikes needed to down a monster is roughly the same, or just a bit more.
    So, if you scratch away the bigger numbers, the characters are *changing*, getting more options and powers, and the opposition is *changing*, with more challenging combination of powers and tricks, but nothing is *really* advancing, is it. Sure, if a lvl15 character goes whacking kobold minions he'll win easy, but the GM would not be doing his work well... unless amongst those minions was a small group of whaddayaknow... ArchWyrmpriest of the appropriate level :)
  7.  # 16
    Well, Eero, focus on the first part of the root question, then. How important is an advancement system in your choosing whether or not to play a game? Does it make you more or less likely to want to play a game? I understand the argument that some games require it, and others don't. But just like you may be more or less interested in a game because it's got fantastical elements, or it uses dice, or it is GMless, I think advancement issues are one area which can make a game more or less interesting to some people.

    Now, if it doesn't matter to you, if all that matters is how the gestalt works, then that's a fine answer too. It's an answer with information in it. It's a worthwhile addition to the conversation.
    •  
      CommentAuthorRyan Macklin
    • CommentTimeDec 10th 2008 edited
     # 17
    Posted By: Jonathan WaltonAdvancement is far less interesting than transformation.

    On my show, Luke refers to character change as one form of advancement.

    Advancement is often, but doesn't have to be, about improvement. At least, that's the case in the language used on my show.

    One of the issues in a Mythender playtest was how boring it felt to have the play be static, when someone used the same character in three different battles, which felt similar enough because the mechanics well all the same and it's fairly freeform in how you do stuff. I learned then that something has to keep changing. Now, if it's situation, then maybe you don't need any sort of advancement -- DRYH works fine for that. But if you have something more formulaic like, say, D&D, then you need some sort of advancement. Change the characters and/or change the situation.

    Posted By: renatoramOh, a weird side note: DnD 4E has practically NO advancement, at all, if you follow the rules, does it?

    You may not increase with relative power, but what you have is a different game than one at lower levels. The mechanics change, which keeps the game fresh (or at least fresher than it would otherwise be). Of course, you note that, but it's not a trivial thing to note.

    (That, and you could always have an encounter of lower level than the PCs, to show them how much they have changed.)

    Naturally, you don't need advancement if you one-shot everything, because you have the change built into what you're doing socially.

    Edit: To answer Rob's question, I desire change in my gaming. If advancement is how I get it, awesome. But it's not necessary, provided the change comes from somewhere else. (But, I am skewed because I have yet to play in any campaign that has lasted more than 10 sessions, and 90% of them have lasted no more than six.)
  8.  # 18
    Good shift of perspective, that. My answer would be that I can't think of any tendencies for myself - there are games I like with advancement and without, and games I don't like as well. In isolation it's about as important for me as whether the game uses dice, to pick another common obsession of narrow-sighted roleplayers. This stuff is not what defines roleplaying, it's just what has historically been emulated from D&D.
    • CommentAuthorPaul T.
    • CommentTimeDec 10th 2008
     # 19
    I have two thoughts about this:

    1. I want advancement in a game if the starting position of my character is one I'm not happy with. I think this could go in different directions. For example:

    a. My character is useless and boring to play, and I need to play to make him better. (A common assumption in many RPGs throughout RPG history.)
    b. The narrative arc is about the character developing the skills or the balls to handle the adversity present. I need to play in order to get my character the improvements necessary to achieve the right ending to the story. (Maybe a sappy love story about the ugly duckling who turns into a prince and wins the girl? Also, building up Love in MLwM.)

    2. Advancement could be a good thing if the game is highly tactical, and advancement means discovery of tactical options and a built-in way of learning the game.

    Kind of like how, in (older versions of) D&D, starting characters are mechanically simple, and as you play you gain new powers and the tactics become more and more complex. That serves a nice purpose--start at a simple level you can grasp, then advance to the more complex stuff. Instead of character/story changing or being transformed, the tactical choices are changing or being transformed.

    (I don't know how much sense it makes to tie that to character success, as opposed to player success, though.)
    • CommentAuthorffilz
    • CommentTimeDec 10th 2008
     # 20
    When I think about what change might be that isn't advancement, I can see that a game could have change without advancement and be interesting to me. I have not yet played such a game (that wasn't a one-shot), so I would have to say based on that advancement (as opposed to change) is important to me. Dogs in the Vinyard comes close, but you can choose to advance (though my thought is that if one plays DitV to advance one's character as opposed to change/transform it, the game will become unfun - I have yet to play DitV with a group for more than a single town).

    Frank
  9.  # 21
    Frank,

    Check out Primetime Adventures or Spirit of the Century. Those are the first two games that come to mind that don't have advancement per se.
  10.  # 22
    It depends on the game in question, obviously, but most of the time advancement IS important to me. (That's right, I'm the guy. Don't worry, I doubt it's contagious.)

    I typically have a lot of stuff I want my character to do and to get involved with in a game, and frequently the distance between that and what the character actually can do is big. Without advancement, I've got nothing to aim for; I mean, I suppose that I could aim higher than whatever my character could currently accomplish, but it'd be a stupid and frustrating waste of time because there'd be no way to actually get there. Big goals are fun for me if there's a reasonable possibility that those goals will ever be attainable. Otherwise, they're just window dressing -- who cares if you want to kill the evil tyrant if you'll never be more than a low-rent caravan guard who'll never get within a hundred miles of the guy?

    There are other things I like about character advancement, of course. It's a nice way to extend a game's lifespan, by opening up new kinds of challenges and resources to play with. It lets me adjust a character as we play (addressing oversights from character creation, or changing my character's niche, or whatever). And frankly, I just plain like the whole process; thinking about and planning that stuff out is fun, god damn it. It's one of the things that I like to do on my own when we're not playing, and makes the time when we do sit down to play together better for me.
    •  
      CommentAuthoramnesiack
    • CommentTimeDec 10th 2008
     # 23
    Hey Rob,

    It heavily depends on what sort of game I'm playing. In a lot of games, transformation is all that really matters (the shuffling and re-writing that you mentioned at the beginning). In others it's dreadfully important.

    For example, I'm currently playing in a high-fantasy wuxia game where all the PCs started off as brand-new students in a remote temple. Implicit in the setting and setup of the game is that we will strive, train, learn, fail, grow, and work our way up from unskilled children into kung fu bad-asses. That requires improvement to some degree, and it's definitely something that's reflected in the genre's fiction as well. I think that playing this game without any advancement and just constantly re-writing traits from "New student of Master Broken Mountain with Slopes Shod in Iron" to "Master of the Five Winds Kick" could work, but it would be a lot less satisfying.
    •  
      CommentAuthorHalfjack
    • CommentTimeDec 10th 2008
     # 24
    I'm not opposed to advancement, but it's not something I look for, expect, hope to see, or write in. I more often write it out.
    • CommentAuthorMeserach
    • CommentTimeDec 10th 2008
     # 25
    Posted By: Jonathan WaltonAdvancement is far less interesting than transformation.


    This.
    • CommentAuthorefindel
    • CommentTimeDec 10th 2008
     # 26
    Just as a side note -- the original version of Traveller had no advancement rules. Other than acquiring money and equipment, the character you had at the end of character generation was it.
    • CommentAuthorMcdaldno
    • CommentTimeDec 10th 2008
     # 27
    Rob,

    Let's say that the purpose of RPGs is to create fiction, and that the puprose of a certain RPG is to play out a certain narrative. Let's just say.

    In a narrative, it is rare that the character gets more powerful as a result of trying to inflict its will upon the world. (Hero's Journey stories are a case where this is quite common, but I can't think of many others) Most the time, development of attributes and character qualities happens as a result of practice and meditation (a form of practice?), and even then the advancement isn't going to be significant unless mapped across years.

    In a narrative, it is common that the character gains more situational power as a result of trying to inflict its will upon the world. It allows you to jockey for a better vantage point, it puts you in a place where you can address an untenable situation that was previously out of your capacity to deal with.

    Do I care about intrinsic advancement? No. I don't want my character to grow strong as a result of fighting. That advancement is whatever.
    Do I care about situational advancement? Yes. If I don't gain a "Peasant Hero 1D" Reputation, or change the situation in a way that allows me to roll my Story Goal next session, or gain a 3-bead relationship with the God of Seven Shoulders... then I feel a disappointed.

    I like to feel like engaging in the story opens up opportunities to affect the story in a way I couldn't at first. I like the idea that this power/advancement is situational to the story, and that to be more powerful in a DIFFERENT story I'll have to work through a similar process.
    • CommentAuthorffilz
    • CommentTimeDec 10th 2008
     # 28
    I would consider acquisition of wealth in Traveller to be a form of advancement (not that I ever had sustained Traveller play without houseruled advancement).

    Frank
    •  
      CommentAuthorHalfjack
    • CommentTimeDec 10th 2008
     # 29
    Unfortunately wealth is usually disconnected mechanically from practically everything else in games that track literal wealth (well, since D&D scrapped the "XP for gold" idea -- something I am only now wondering about). If becoming wealthy advances a character, then the best way to advance is to play a character who does almost nothing story-relevant. Unless the story is about starting a small business and growing it into an empire, I guess. Worked for Orson Welles, so what do I know? Maybe it is interesting.
    • CommentAuthorJDCorley
    • CommentTimeDec 10th 2008 edited
     # 30
    My group likes advancement, it's one of their set-in-stone requirements for gaming! And I like advancement too, though not as exclusively. I like having new clubs in my golf bag, new tools in my toolbox. I like getting to know one set of capabilities, then seeing how adding a new or incremental capability affects that established skill.
    •  
      CommentAuthorJohnstone
    • CommentTimeDec 10th 2008
     # 31
    I like having some form of advancement.

    Advancing the story or narrative is fine too, if the premise doesn't support characters becoming "better" or "more powerful" or "more effective." The situational power Joe talks about is good, and part of the changes a character goes through in fiction.

    But if there is no strong pull in either direction, I would like my character to get better over the course of long-term play.
  11.  # 32
    Advancement really isn't so important to me at all. I noticed this when playing D&D4. We're getting XP and that's fine, but I was surprised to find how little I actually care about it.
    • CommentAuthorLogos7
    • CommentTimeDec 10th 2008
     # 33
    I rather enjoy advancement.

    I perfer telling stories as apposed to muddling threw fiction generators, thus i play RPG's to game not role play. Advancement lets me know im playing the game right (artha, xp, traits all golden )

    Logos
    •  
      CommentAuthorrenatoram
    • CommentTimeDec 11th 2008
     # 34
    After listening to Ryan's show this morning, and mulling a bit about it, I think I'd have to rephrase my statements:

    * I don't consider advancement to be a requirement in an rpg (just like pretty much anything else: you have to have what's needed, and nothing more, and sometimes advancement is not strictly needed).

    * If change, or opening of new options and tools is advancement, than yeah, I like advancement

    * If advancement is characterised as "power-up" then no, I generally don't care about it. It is true, though, that a game could characterise this in such a compelling way that I'd find it enjoyable (SolarSystem and TSOY, Burning [STUFF])
    • CommentAuthorDan White
    • CommentTimeDec 11th 2008
     # 35
    Interesting thread.

    I'll throw 2 considerations out there as to why mechanical advancement can be important in an RPG. This is leaving aside non-mechanical advancement such as gaining improved equipment, riches, achieving goals and ambitions, advancing the story and the like, which are advancement of a different kind and are needed to keep a game interesting if you don't have mechanical advancement. Indeed, a mix of the two is better IMO.

    1. These are games. When viewed strictly as a game, mechanical advancement can be seen as a distinct measure as to how 'well' you are doing in the game. In effect, levelling up or improving your percentile skill or whatever is saying "Well done. You are getting better at this game." Take that away and you have no solid measure other than achievements. You either need this advancement measure, or if you don't care about it, you need the non-mechanical advancement. Otherwise, you are treading water and i wager it gets very boring, very quickly.

    2. Long-term campaigns. In running a long-term game (i've heard of 20 year campaigns! Several of mine have lasted 4 or 5 years) i suggest that to keep things interesting you need a barometer of some sort. I don't think it's a coincidence that most traditional games designed for long-term gaming have solid mechanical advancement systems. If you are running short 4-5 session or one off games, then non-mechanical advancement is more than adequate. I don't know if you could run a 5 year campaign with just non-mechanical advancement and keep it flowing and interesting (never done it).
    •  
      CommentAuthorrenatoram
    • CommentTimeDec 11th 2008
     # 36
    @Dan: your point '1' would be 'reward', not strictly 'advancement', according to Luke's speech in Ryan's show, and I agree with you. Some (many) games have reward and advancement strictly coupled, and if that's the case, then yeah, you need advancement. In Spirit of the Century, for example, the foremost reward cycle revolves around Fate Points, but those will not make you "advance", even if you are effectively much more powerful if you have many.

    You point 2... yeah, I guess so, and again is a question of personal perspective: for me a game that lasts more than 6 months is a long campaign :)
    Then again, you'd really need interesting stuff, and options, would not you? Not necessarily strictly "power-ups", especially if the characters start out as capable and effective (heroes). Am I right?
    • CommentAuthorDan White
    • CommentTimeDec 11th 2008
     # 37
    <blockquote><cite>Posted By: renatoram</cite>@Dan: your point '1' would be 'reward', not strictly 'advancement', according to Luke's speech in Ryan's show, and I agree with you. </blockquote>

    No offense to either you or Luke, but i'm not really interested in what he calls it. Semantics bore me to death.

    Games are games. They should be fun. Repeating the same stuff time after time isn't all that much fun - thus advancement of mechanical or non-mechanical nature; call them what you will.

    <blockquote>You point 2... yeah, I guess so, and again is a question of personal perspective: for me a game that lasts more than 6 months is a long campaign :)
    Then again, you'd really need interesting stuff, and options, would not you? Not necessarily strictly "power-ups", especially if the characters start out as capable and effective (heroes). Am I right?</blockquote>

    I don't think it really matters what power level characters start at. To keep interest, you need to keep things moving, either mechanically and tactically or non-mechanically and storywise. Best to mix those two up IMO. YMMV and all that.
    •  
      CommentAuthorHituro
    • CommentTimeDec 11th 2008
     # 38
    Posted By: Dan White2. Long-term campaigns. In running a long-term game (i've heard of 20 year campaigns! Several of mine have lasted 4 or 5 years) i suggest that to keep things interesting you need a barometer of some sort. I don't think it's a coincidence that most traditional games designed for long-term gaming have solid mechanical advancement systems. If you are running short 4-5 session or one off games, then non-mechanical advancement is more than adequate. I don't know if you could run a 5 year campaign with just non-mechanical advancement and keep it flowing and interesting (never done it).


    I totally agree with this. I don't mind that IAWA or Shock or whatever doesn't offer mechanical improvement of the characters over continued play, because that's not what the game is about, or the way it's played. But in a 5 year campaign you really need to be able take on new sorts and scales of challenges over time or it becomes unplayable.

    Sure those could be smaller and simpler challanges than the ones before (if you want to play a game about a fall from power maybe) but human nature being what it is we tend to prefer ones where you get to take on bigger and vaster challenges with your new and improved abilities.

    Posted By: joepubIn a narrative, it is rare that the character gets more powerful as a result of trying to inflict its will upon the world. (Hero's Journey stories are a case where this is quite common, but I can't think of many others) Most the time, development of attributes and character qualities happens as a result of practice and meditation (a form of practice?), and even then the advancement isn't going to be significant unless mapped across years.


    Now of course what I am saying here is a direct counter to Joe's statement about narratives, but I have to say I think there is a style of fiction where this is exactly what happens, the Fantasy novel sequence that begins with weak characters taking on limited threats and follows them as they gain more and more powers and take on bigger and bigger threats till the climax. The Lord of the Rings does this for the Hobbits (they start off as farmers and then gain magic items, and weapons training, and bravery and so on), anything David Eddings ever wrote does this for the main characters, and so on.

    This is a style of fiction that many RPGs (like D&D, WRFP, Palladium etc.) have set themselves up to emulate, and I suspect they also support it, in that a lot of people who have written such books now have experienced that sort of story from RPG experience. This is also the style of fiction that is the common mainstay of most 3 year+ campaigns, which makes advancement essential for them. Certainly my normal play group, while happy to dabble with short-form games, regard it as not "real roleplaying" unless it involves multi-year games and strong character advancement.
    •  
      CommentAuthorrenatoram
    • CommentTimeDec 11th 2008
     # 39
    @David: yep, that's exactly the "Hero's Journey" that was mentioned in parentheses :)
  12.  # 40
    Advancement is not all that important to me personally, but I know it makes some of the people that I game with tense and unsatisfied.
    •  
      CommentAuthorHituro
    • CommentTimeDec 11th 2008
     # 41
    Posted By: renatoram@David: yep, that's exactly the "Hero's Journey" that was mentioned in parentheses :)


    Ahhh ... makes sense now that you say it, but I didn't know what you meant :)
    •  
      CommentAuthorAdam Dray
    • CommentTimeDec 11th 2008
     # 42
    I like advancement in some games, and not others. I cannot imagine Misspent Youth with an advancement system, though. It is about the slow, downward spiral to adulthood, right? If anything, the game already has an un-advancement system, and that rocks on toast.

    If you are going to add some kind of advancement system, let YOs add a freeform trait at the end of each game session. Let them sell it out like other traits, and downgrade it to something creepy, just like normal. This way, even though they're advancing and increasing their ability to affect the win outcome, they're also increasing their potential to become an annoying sell-out a-dolt, which is what it's all about.
    • CommentAuthorDInDenver
    • CommentTimeDec 11th 2008
     # 43
    Rob,
    To me, Advancement is part of the challenge mechanism. In other words, I use advancement to change my character to meet the shift in the nature of the challenges I thought my character would face to the nature of the challenges that my characters actually face.
    If that need can be fulfilled in your game without advancement, then you are golden.

    But, by and large, I would say advancement is not a deal breaker in making a purchase. And I usually forget to check that when buying a book, to be honest.
    Dave M
    •  
      CommentAuthorAndy
    • CommentTimeDec 11th 2008
     # 44
    It entirely depends on the game.

    I wouldn't like L5R if I couldn't advance; especially since games of L5R are meant to start kinda small/medium and end end kinda epic.

    In all the games of Tenra Bansho I've run, for dozens of people, I don't believe that I've ever seen anyone advance their characters with their EEps. People start pretty high, and the rewards for playing well seem to get spent on things tied directly to the story over advancing their character.

    I think it really depends on the game and frame of mind for that game. For me, anyway.

    -Andy
    •  
      CommentAuthorPaul B
    • CommentTimeDec 11th 2008 edited
     # 45
    If the tastiest part of advancement -- especially in a game like D&D, which someone (correctly) pointed out has zero-sum advancement -- is to escalate the scale of the fiction (i.e. "start small and end epic"), you could achieve the same thing by introducing a "fictional scale advancement" mechanism. Some way to pace out the fictional stuff: descriptions of stuff (level 1 threats are unarmed villagers, level 20 threats are skies full of dragons), the stakes at hand (level 1 stakes are social embarrassment, level 20 stakes are genocide), etc.

    I wonder how different a game would feel if the mechanics were advancing the scale of the fiction directly, rather than advancing the characters (and requiring the fiction to scale alongside)?

    p.
    • CommentAuthorffilz
    • CommentTimeDec 11th 2008
     # 46
    Posted By: HalfjackUnfortunately wealth is usually disconnected mechanically from practically everything else in games that track literal wealth (well, since D&D scrapped the "XP for gold" idea -- something I am only now wondering about). If becoming wealthy advances a character, then the best way to advance is to play a character who does almost nothing story-relevant. Unless the story is about starting a small business and growing it into an empire, I guess. Worked for Orson Welles, so what do I know? Maybe it is interesting.

    True, wealth, at least GP in D&D, in some editions, has little meaning. In the early days, XP for GP tied wealth into the advancement system. In 3.x, wealth allows you to buy magic items and thus is also advancement.

    In Traveller, wealth allows you to buy better equipment and bigger ships, and ties pretty directly into play in the games I've played in or watched. Thus it is a form of advancement.

    Frank
    •  
      CommentAuthorAndy
    • CommentTimeDec 11th 2008
     # 47
    Oh, interesting corollary/food for thought:



    The J-RPG "School Days Panic!" has no character advancement (all the characters are high school kids, but also cyborgs/wizards/swordsmen/ninjas/supersoldiers/vampires/etc). However, you interact with set NPC characters in the school (54 IIRC, one for every card in a trump deck plus jokers). You get about 2-3 characters to interact with at character generation, IIRC.

    Anyway, each NPC has a sheet which is about the size of a business card. As you go through the game, you "advance" your relationship with that character, from some number (1-4) up to 10. At certain "ranks", the NPC changes their relationship with you, culminating with 10, which symbolizes a really close relationship with you.

    Frex, for the punk girl who smokes outside of school, at like "rank 4" she starts calling you by name, and not "Hey You". At "rank 7" (or so) she stops smoking around you. At rank 9 you find out (or she tells you) about how she became an outcast. At rank 10 she makes a homemade lunchbox (fish, rice, cookies etc) for you.

    I'd like to see more of that kind of advancement. Sure, my Celerity went from 2 to 3 dots at some point. But I want to sink my eeps into Janus Blackthorne, the Prince of San Diego and nicknamed "The Duke of Hell". At 4 dots the duke stops scheming against me and considers me a worthy opponent/friend/successor. At 7 dots he tells me about his backstory. At 9 dots he sets me up to be his successor. At 10 dots he makes a homemade lunchbox (fish, rice, cookies).

    Something like that.

    -Andy
    • CommentAuthorffilz
    • CommentTimeDec 11th 2008
     # 48
    Posted By: Paul B
    If the tastiest part of advancement -- especially in a game like D&D, which someone (correctly) pointed out has zero-sum advancement -- is to escalate the scale of the fiction (i.e. "start small and end epic"), you could achieve the same thing by introducing a "fictional scale advancement" mechanism. Some way to pace out the fictional stuff: descriptions of stuff (level 1 threats are unarmed villagers, level 20 threats are skies full of dragons), the stakes at hand (level 1 stakes are social embarrassment, level 20 stakes are genocide), etc.

    I wonder how different a game would feel if the mechanics were advancing the scale of the fiction directly, rather than advancing the characters (and requiring the fiction to scale alongside)?


    An interesting idea. I have a feeling it would end up looking just like any other "leveling up" game, it's just that the mechanics might be a bit more abstract. The characters would still have a "number" which increases as the game goes on. The threats and stakes would also have "numbers" assigned to them. The game would also have to describe what happens when "level 2" characters have "level 1" opposition, because if the opposition is always at the same "level" as the characters, it will really feel like a zero sum game.

    Frank
    •  
      CommentAuthorPaul B
    • CommentTimeDec 11th 2008
     # 49
    Andy: That's actually perfect, yeah. I assume the relationship advances along some preset track? That's what I'd want to have more flexibility over -- like, as your relationship advances with an NPC, that could be good or bad.

    But that may just be my brain-damaged storygaming head at work. It could be equally interesting to build inevitable fiction-advancement tracks directly into various elements, and build play around achieving those advancements.

    p.
    •  
      CommentAuthorPaul B
    • CommentTimeDec 11th 2008 edited
     # 50
    Posted By: ffilzAn interesting idea. I have a feeling it would end up looking just like any other "leveling up" game, it's just that the mechanics might be a bit more abstract. The characters would still have a "number" which increases as the game goes on. The threats and stakes would also have "numbers" assigned to them. The game would also have to describe what happens when "level 2" characters have "level 1" opposition, because if the opposition is always at the same "level" as the characters, it will really feel like a zero sum game.

    Frank


    Frank: what if the characters have no levels? My thought was that only the scale of the fiction "advances," which I suppose would include character descriptions.

    p.
  13.  # 51
    Posted By: Paul B

    I wonder how different a game would feel if the mechanics were advancing the scale of the fiction directly, rather than advancing the characters (and requiring the fiction to scale alongside)?

    p.


    Play Trollbabe?
    •  
      CommentAuthorPaul B
    • CommentTimeDec 11th 2008 edited
     # 52
    Posted By: coffeestainPlay Trollbabe?


    I haven't! Is that what happens?

    p.
  14.  # 53
    Posted By: Paul B

    I haven't! Is that what happens?

    p.


    Yep. Play starts at a very small, personal scale. At the end of any given session, any player can advance the scale, but it can never go backward. There are quite a few notches along said scale that can eventually lead up to determining the fate of an entire people.

    There are also a couple of mechanical bits associated with each level of scale, but they're not really applied to the character, they're applied to the situations the character experiences in the fiction.

    It's been a while, but that's how I recall things working.
    • CommentAuthorPaul T.
    • CommentTimeDec 11th 2008
     # 54
    I love the relationship advancement mechanic Andy is talking about. I want to so more stuff like that, too!

    However, I also have a question:

    Imagine a game where your character doesn't change. But you have a story goal, which you will reach once you've played out 10 scenes related to that goal. It might be like, "keep 10 tokens, with each scene throw one away. Once you're out of tokens, you achieve your story goal." Or it might be like, "Your story goal score is 0. With each scene, add one to it. When it reaches 10, you achieve your story goal."

    Is this "advancement", and relevant to this thread? The character's not changing (necessarily), the world isn't necessarily changing. But the _story_ is being advanced. It's also a pacing mechanism.

    So, is that advancement?

    And another question:

    Is getting better at a game "advancement"? Like, if we play IaWA, and we enjoying watching each other get better at it. Or we watch each other build a fantasy world together, and watch it grow. Is that advancement?
    • CommentAuthorJDCorley
    • CommentTimeDec 11th 2008
     # 55
    Posted By: AndyFrex, for the punk girl who smokes outside of school, at like "rank 4" she starts calling you by name, and not "Hey You". At "rank 7" (or so) she stops smoking around you. At rank 9 you find out (or she tells you) about how she became an outcast. At rank 10 she makes a homemade lunchbox (fish, rice, cookies etc) for you.


    I am completely in love with this idea.
    •  
      CommentAuthorjhkim
    • CommentTimeDec 11th 2008
     # 56
    Posted By: Robert BohlBetween the latest episode ofMaster Planwith Luke Crane on advancement, and having runMisspent Youthat JiffyCon Lowell and having one of the complaints be that the characters don't get better, I'm wondering what people's opinions are on this. When choosing whether to play a game, when evaluating your enjoyment of a game, how important is it to you to have your character advance?

    By advancement here, I mean for the character to improve, build, get better, level. I explicitly do not mean justchange(e.g., get worse, shuffle and rewrite but not improve, etc.).

    Like many topics, my answer would be "it depends". The interesting question is what it depends on. There are a couple of factors that I can think of.

    1) Does the advancement happen at the end of the session, or is it marked immediately (like in Dogs in the Vineyard XP or James Bond Hero Points)? Immediate marking is good for making advancement interesting -- but it also disrupts the flow of the game more. The more complicated the advancement, the more it disrupts the session. I find that immediate advancement means I'm much more likely to play the system to maximize my advancement. End-of-session or end-of-mission awards like many Artha awards (MVP, workhorse, etc.) don't motivate me to maximize my gains, though I may like getting them.

    2) Is the benefit just advancing an existing numeric stat (i.e. +2 Strength, or change "I'm a Dog" from 2d8 to 3d8), or does it add something new to the character (i.e. gain followers, a new maneuver, or a new trait)? New things are more interesting, but if you keep adding new things then the character becomes more and more complex. Even if you're switching out old benefits for new ones, the change makes understanding the character more difficult. I tend to prefer a mix.

    3) Is the advancement personal, material, or social? Some systems allow the player a choice of any (i.e. a broad system like Champions where you could buy a new contact/follower/sidekick/etc., or a system with universal traits for all three), while others treat these as different tracks. For me, it really depends on the setting and genre what I think fits.

    4) Is the advancement a permanent benefit (i.e. +3 to all combat rolls) or temporary points to spend (i.e. five points each giving +2 to a roll)? I like having a mix, as long as I have some resources to spend.

    Something that #1 and #2 make me think of that I haven't seen -- lining up a new benefit in advance (so it is more interesting) that is activated by something during play (so the reward is more immediate).
  15.  # 57
    Posted By: Adam DrayI like advancement in some games, and not others. I cannot imagine Misspent Youth with an advancement system, though. It is about the slow, downward spiral to adulthood, right? If anything, the game already has an un-advancement system, and that rocks on toast.

    If you are going to add some kind of advancement system, let YOs add a freeform trait at the end of each game session. Let them sell it out like other traits, and downgrade it to something creepy, just like normal. This way, even though they're advancing and increasing their ability to affect the win outcome, they're also increasing their potential to become an annoying sell-out a-dolt, which is what it's all about.


    I agree with Adam here, in that I can't imagine Misspent Youth with an advancement system. Part of its appeal is the inevitability that a character will grow up and retire.

    On the second respect, I think that adding on another Trait would work against that. Character "death" is no longer inevitable if you can go a whole session without selling out.

    Shadow of Yesterday, Don't Rest Your Head and (I think) Grey Ranks all have this duality where advancement is also decline, or at least moves the character toward the end of his story.

    On the other hand, if you want to expand out the conflict resolution system with more tactical options, a la D&D, then advancement is a good way to mete them out.

    -Grant
    •  
      CommentAuthorrenatoram
    • CommentTimeDec 12th 2008
     # 58
    @Grant regarding DRYH... its advancement would be the Scars, and they are purely positive mechanical elements. Actually spending a Scar can keep you from reaching you "story ending" (getting some Discipline back, for example).

    I would not view the normal "spiral" of the game as advancement (towards destruction, generally): it's just the combined currencies and resources of the character, not unlike in other systems characters spend "mana points", lose "hit points", accumulate "power points" and such, just in a much nastier way. :)
  16.  # 59
    You are correct, I had not considered Scars in that. I also hadn't considered Coins of Hope there. Note they just postpone the inevitable, but that's what extra Traits would do in Misspent Youth as well.

    -Grant
  17.  # 60
    Well, additional traits in Misspent Youth would also dilute the significance of the remaining ones. Play FATE with 5 aspects, then play it with 10. With 5 aspects you have a much more intense, focused character.
    •  
      CommentAuthorLxndr
    • CommentTimeDec 12th 2008
     # 61
    I wrote Fastlane with an anti-advancement system. Everything is designed to grind a character down, with only luck giving you the tools to continue (win more chips, buy back some effectiveness). But as Jon said earlier, transformation is more interesting than "advancement" and in Fastlane characters are meant to change in almost every scene.
    •  
      CommentAuthorNathan H.
    • CommentTimeDec 12th 2008
     # 62
    I'm cool with advancement as long as it's followed by a Macbeth-like deterioration.
    I think it'd be cool if D&D bell-curved progression.
    Like after 10th level or so, things would be pretty much downhill from there.
  18.  # 63
    I like advancement, as it's essentially a game within a game. A toy, if you will, but a pretty, shiny toy nonetheless.

    However, I do like games where characters start out "powerful", for lack of a better term, because then advancement can be tied into transformation without feeling like the character will be ill-equipped for some epic confrontation.

    Ironically, no matter what character you pick for a Prime Time Adventures game, they are powerful enough to play the game and focus on their story, because there's no distraction about character life-or-death conflict getting in the way of (or being a crucial component of) transformation.

    And I think that's the challenge of indie games in general: coming up with a system of character transformation that's just as shiny and addictive as character advancement, but leads to story advancement and ups-and-downs without the player feeling like they're settling for something when they want MORE POWER!
  19.  # 64
    I think advancement can be great fun! I put countless hours into MUDs just to advance my character, back in the day. Also, I'm still playing Guild Wars every now and then, enjoying getting new skills and such. And, obviously, my own game contained advancement, and that was important to me because that's part of the reward system that's important for that kind of challenge-based play (where advancement allows you to tackle greater challenges).

    Most of the time these days, I've shifted my focus elsewhere in the games I play, but I can still enjoy good advancement-based games a lot.
    •  
      CommentAuthorAdam Dray
    • CommentTimeDec 15th 2008
     # 65
    Advancement must be a game-changer. When you level up in D&D 4E, you get new abilities and tools. These change how you approach the game. You might have a hard time fighting the 4 kobold slingers when you're 1st level, but then you all level up to 2nd, and that same encounter is much easier.

    Any system that changes how your character solves problems in the game is an "advancement" system, even if it doesn't advance you per se. That is, the system could just make your character solve problems in a different way -- not necessarily an easier way -- and that is a kind of advancement system.

    The Fallout system of Dogs in the Vineyard is that kind of system, I think. Some of the stuff gives you new traits or more dice; some of it lowers your dice; some of it removes traits. You change how you interact with the world that way, and in Dogs, that means choosing which traits are important to you (and thus making a point of some kind as a reaction to play).