Vanilla 1.1.9 is a product of Lussumo. More Information: Documentation, Community Support.
Posted By: Jonathan WaltonAdvancement is far less interesting than transformation.
Posted By: renatoramOh, a weird side note: DnD 4E has practically NO advancement, at all, if you follow the rules, does it?
Posted By: Jonathan WaltonAdvancement is far less interesting than transformation.
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).
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.
Posted By: renatoram@David: yep, that's exactly the "Hero's Journey" that was mentioned in parentheses :)
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.
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)?
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
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.
Posted By: coffeestainPlay Trollbabe?
Posted By: Paul B
I haven't! Is that what happens?
p.
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.
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.).
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.
1 to 65 of 65