I’D LIKE TO BUY A SKILL, PAT
Point-based systems tend to be more open than level-based
ones. I suspect that’s a factor of their use in many generic systems:
GURPS, Champions, even Savage Worlds to an extent. These
systems have a pitch: you can make whatever character you want. Some do offer archetypes
to help players steer through the wealth of options. But that universality's the big hook. My question is: what happens in point-based games once the campaign gets rolling?
GMs can offer concrete and spendable rewards in these
systems. You give points and players spend them. Instead of waiting for XP
to accumulate they can make minor advances. Of course level-based games
can do the same thing through items or resources. But point advancement allows
for a faster reward cycle and it feels intrinsic to the character. It also allows the GM an opportunity to get players
to spend their points. I keep track of missing skills or striking failures during sessions and
then needle the PCs with those during the bookkeeping phase. That’s especially
true if they’re saving up to buy something big and powerful. I can usually draw
that process out a session or two, more if they’re especially forgetful.
DANGEROUS POINTY BITS
Points have at least two dark sides for the GM: balance and benchmarks. For me points
often feel more abstract than XP. Character points (or experience, power, whatever they're called) represent general success rather than
specific events. Most XP systems OOH connect with specific actions (money
gained, monsters killed). Yet offering different build points to different players
always feels questionable to me. I’ve played in games where the GM handed
out points secretly and those where you could gain bonus points at session end (for rp or other actions). Both
approaches bothered me- and demonstrated a huge failing on my part. It
shouldn’t matter and yet keeping up with the other PCs remains important to me.
That’s why I’ve generally fallen back to giving everyone at my sessions the same
points. How many points leads to the second problem. I’m terrible at figuring
this out. If you give too few points, then players feel like they’re making
little progress. On the other hand, if you give too many points the power level
may ramp too quickly. Dialing back those points can be tricky
later on- if you offer fewer points the players may feel they’re being
punished. Plus players always grumble.
Some point systems work to offset power ramp up .
GURPS and many others (Ars Magica for example) have escalating costs.
Hero System’s actually notable for keeping those increases flat. GURPS adds other
limits. For example stat raises cost double after character creation. Some
games make certain choices unavailable after the character creation process. In
some cases that’s based on common sense and in others there’s a hard and fixed
rule. The system tries to impose a logic for the development arc: what can be
bought or not and how difficult advancement is. I’m torn about how I feel about
that. On the one hand, point-based games offer free choice and restrictions
undercut that. I appreciate the rising cost curve for keeping things in check-
and pushing players to diversify. On the other hand there’s a simplicity to a
flat cost game. FATE offers an interesting alternative to these limits- with
the ladder of skills and restrictions. In theory it creates a focus, in
practice my players disliked it intensely.
HIDDEN BEHIND THE CURTAIN
Of course not all point-based systems work the same way. I
consider Champions/HERO the king of point-based games because nearly everything
can be quantified (if the GM wants to). In the early days we pointed-out every
piece of equipment- from flashlights to guns. GURPS takes a less
all-encompassing approach; points define characters but no necessarily the
world as a whole. Still in both cases you can evaluate characters pretty
cleanly- with relative power levels and a sense of where they’re at in the
hierarchy of power. Consider, on the other hand, the point-based mechanics of
World of Darkness. It begins by having two distinct forms of purchasing-
initial points during character creation which work on one scale and then bonus
points which work on another. In play players buy up using those bonus
points/experience. But there’s a break there- I rarely if ever see WoD
characters old or new described as a “150 point character”. The point system’s
there to offer structure rather than a mechanism for balance or baseline.
I have a theory, and I’m not sure how well it works. it means some manipulation behind the GM's magic curtain. I’ve
tried it with a couple of campaigns. With each I imagine where I want the
campaign to end up- how powerful should the party be by the last session. That’s easier to calculate with point or level-based systems. Other
games may require a little more playing around (Fate, World of Darkness). Next I figure out how many sessions I picture for the campaign. Then simply divide
one by the other. That gives a sense of how many points to offer per
session or how sessions it should take to go up a level. Then I divide that
number in half. Because my calculations will almost always be off. Games will
go longer than I expect. In my experience, usually close to twice as long.
That also gives me room to be more generous from time to time, to reward
excellent play.
WHY THINK ABOUT THIS?
I’ve been flipping between games with different approaches
to growth: Mutants & Masterminds,
Action Cards, Legend, 13th Age, World of Darkness, FATE, and Hollowpoint. That’s pointed out to
me the gap between my expectations as a player and as a GM. In my head I’ve
always told myself I run the kinds of games I’d want to play in. But I think
there’s a bigger gap between the two than I’ve admitted. When I
play, I want the stuff—but when I run I want restraint. To that end I’ve taken
a couple of new approaches to advancement.
In particular, I’ve put a harness around some of the cool
stuff. In our Last Fleet campaign, players have been able to develop their
characters’ track by suggesting new powers, feats, and abilities. I usually
translate and write those up. Every couple of sessions players have gotten new
abilities they can buy. Originally I’d constructed those with tiered tracks, but
that didn’t add anything. What’s handled differently is that players can’t buy
those cool powers unless they have a learning experience. That’s loosely
defined as a significant failure or setback during the course of a session and a
player can only have one such event marked on their sheet. That has a couple
of effects. First, players can only ever buy a single new cool power per session.
Second, it encourages players to take actions and get into the thick of things.
Third, it allows players to accept and embrace losses. The mechanic’s inspired
by Mouse Guard and I hope reflects the classic trope of characters failing and
then steeling themselves for another try by bringing a new trick to bear.
In a related way, I’ve put emphasis on the Seasonal Events in
our Legend of the Five Rings
campaign. Following the lead of The Great
Pendragon Campaign and Blood &
Honor, the campaign’s broken into short arcs with a transition between
them. The players control and develop both their characters and their family’s
province. During the sessions I stress how a backwards their area is and the
problems that causes (lack of good roads, vulnerability to assault, little in
the way of artistic gifts. During the play arc the PCs may take actions which
help them in this regard- for example they worked carefully to recruit an
artisan samurai to their cause in this last round. But between arcs everyone gets
a special action. At the domain level, they can invest their energies and
attention in getting a project done (organizing the building of the
fortifications, recruiting a new expert). At the role level they can invest in
improving their networks, adding new assistants, or training their staff. Most importantly
at the personal level they require a seasonal action to add a new School Rank
or other significant ability. I like the weight this has put on those actions,
but it also creates some tension within the group. Some would prefer an
emphasis on personal growth, while others would like to balance that and
development of the province. We’ve only had two such seasons, so we’ll see how
that plays out over the long haul.
My thought has been that these mechanisms make those gains
feel more important and unique. But they also suggest a dramatic arc for the
characters. In the case of the former we mimic the action of anime or wuxia.
The protagonist faces their foe and fails. In order to overcome that opponent
they must learn something new from that loss. In the case of the latter we show
that some talents and traits require a heavy investment of time and training.
Undertaking that path means giving up other opportunities.
Some of this is outdated for GURPS 4e. Doubled stat costs after play begins, for example. And skills have a much, much flatter curve for increasing costs. They start at 1, level off at 4/level, unlike the 0.5 to 8, 0.5 to 4, and 0.5 to 2 of 3e.
ReplyDeleteBut interesting nonetheless.
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