I remember in old Rolemaster, you got experience for hits
and crits dealt to foes. You got more for hitting higher level enemies. Towards
the end of a campaign, we ended up facing an elemental lord- strong and boosted
by super-fast healing. Rob calculated how much the foe could take. Then the party
took turns going in hasted to take swacks at it and leveling up. So, yes, the
usual high school play.
For today's episode of Play on Target we leave
power-leveling to the MMO. But we talk about various kinds of advancement and
what they mean to the game play. We open with a 3 to 1 vote against my opinion.
Once again we don’t get through everything, so here’s
12 more thoughts on the topic:
1. Breaking Up is Hard to Do: In
the episode I mention I prefer point-buy systems. I want players buy or plan to buy things after
sessions. That’s a nice ongoing incentive, and something I enjoy as a player. I
don’t need big jumps, but I like progress. On the other hand, staggered
advances focus on holding off rewards and building anticipation. There’s relief
and accomplishment when you hit the next tier. Many games build on that; DCC
thrives on it. Some games split the difference. I mention M&M in the
episode; it combines points and levels. The same thing happens with 13th Age’s incremental advances. If you use the common Rolemaster variant of doling out development points instead of exp,
you’re buying each session, yet still desperate to make it to the next level. (That
options would have avoided the exploit mentioned at the start).
2. That’s All?: Players are dirty liars. They
will tell you they don’t have enough points. There’s never enough points. Don’t
listen to them.
3. Costs Cutters: Getting advancement
right’s one of the toughest parts of game design. We’ve played many versions of
our homebrew for a decade and a half. I tweak costs each time, trying to connect
the kind of game to how fast you advance. The problem is that you have to play
a long time to really see the cracks in those systems. I’m always surprised at
the results. I’ve had the advantage that a couple of the players have tried
radically different approaches to their buys over several campaigns. Do games with
limited playtesting test experience systems over the long run?
4. What Level Are These Goofs? If
adversaries keep pace with the party, how do you show progress? That’s easy in
games with colorful and monstrous foes. The players climb the ladder of
opposition. (“Hey, a dragon, I think we just graduated.”). In games with
exclusively human foes, the GM has to think harder about those conflicts. It
can feel unfair if the opposition keeps raising their skills just like the PCs.
It’s even more important to up the stakes, changes the fights, and add new
elements in these games.
5. The Price is Right:
When we play our homebrews, I hate changing costs in mid-stream. I’ll make
small tweaks, but live with my bad design choices for the long haul. So I’m
always interested in seeing how point-based systems set costs. I tend to go
with flat costs- X always costs Y- it makes things easier. Hero System uses flat costs. Rolemaster
does though with diminishing returns for purchases. On the other side, many
games have escalating costs. The higher rank you want, the more you have to
pay. That incentivizes diversity and probably protects player niches. But it
can be frustrating, especially late in a campaign when your next dot, rank, or
level of something’s going to take months and months of play. I wish games
included different cost tracks: one for standard play, one for short run play,
and one for extended campaigns.
6. I Get His Stuff:
We probably need to do a whole episode on loot and the associated power curve. GMs
can use stuff as a substitute for XP, but that can get out of hand.
Interestingly the genre I’ve seen this most affect isn’t fantasy. It’s Cyberpunk. High-dollar smart guns and
full-body conversions throw things way out of whack.
7. Uneven Distributions: So
does everyone get the same points? I’ve played both ways over the years. I
recall long crunch calculations at the end of Rolemaster sessions. I can still hear debates over kill stealing.
In particular I remember what Brian mentions about Cyberpunk. We played that for many years with a GM who had a degree
of unconscious favoritism. End-game evaluations went against players who didn’t
do what the GM had planned or weren’t the lead hero. On the other hand, I’ve
seen XP power distributed, with players voting extra points to the star of the
session. I think that’s called “fan mail” now. While its cool in theory it can
fall into a rut or exclude players who don’t play as flashily. (Keith Stetson
pointed this out on G+ a while back). On the other other hand, the flat XP
distribution I use has some problems. For one thing, it’s anti-capitalist and
de-incentivizes active play. Why should players make an effort if they know
they’re all going to get the same number of points? Note: I’ve never actually
seen this happen at the table, but it could…I suppose…?
8. This is the Most Important Stat:
If I know a player’s saving up for something, I dangle baubles in front of
them. “Here’s another good talent, you could also buy this, remember last time
when you wished you had X skills.” I instill a doubt in them. Even though my
players know I do this and I cackle maniacally as I put forth shiny new
options, but they still go for it from time to time. There’s nothing better
than the moment when you say, “Well, if you’d bought X like you were planning
to…”.
9. From Zero to Hero: If
a game has levels, I want to know how significantly power shifts as it goes
along. Does it feel gradual or have we suddenly flipped a switch? One detail I
love from 13th Age: the
division of levels into three tiers (Adventurer, Heroic, and Epic). The system
tunes power steps to those shifts. You can tell when you make that transition.
The power and effectiveness increase significantly. On the other hand, when
I’ve run Mutants & Masterminds,
it sneaks up on me. We’ll be cruising along and then suddenly the players are
taking down city blocks. That’s interesting because normally I associate
point-spend games with a flatter power curve.
10. Running CoC with FASERIP: If
you’re starting low/weak, think about what you want to get from that. And vice
versa. Make sure your starting power level fits with your imagined thematic.
Some games handle some types of play better than others- for example many
superhero games (DC Heroes, M&M)
feel wonky at lower levels. On the other hand, IMHO, GURPS breaks down at the
higher levels. But beyond the system, that competency says something. I wouldn’t
do a Funnel with Fate, and I wouldn’t
do Pulp High Adventure with DCC.
11. Tech Trees: Interestingly, though the power
increases as players go up in levels in 13th Age, the range of options doesn’t necessarily get larger. I mean you have
access to new feat levels, but these often act as bonuses to previous powers.
Most of the classes seem to have a pyramid, which more lower-tier things to
pick from. That makes sense in a couple of ways. First, the majority of games
will operate in those lower levels. By making those rich, you support the most
common play range. Second, rather than creating everything as new effects, the
system adds depth to existing picks. The players already know and have figured
out how to use these powers. Now at higher level they have a better sense of
how they’d want to tweak that. If a particular talent has become the center of
your repertoire, you don’t have to ditch it in favor of something higher level.
Instead you increase its power.
12. Do We Need Advancement?
In HeroQuest 2e Robin Laws talks
about the weirdness of characters learning more stuff and getting stronger.
There’s an argument to be made that dramatic characters begin with competency
and pit that against variable situations. Rather than learning new stuff, they
leverage their existing abilities. I suspect that thinking’s behind fate’s milestone
approach. But I like stuff. I really like it. I love planning and buying for my
characters. I am a slave to the pellet dispenser of XP.
If
you like RPG Gaming podcasts, I hope you'll check it out. We take a focused
approach- tackling a single topic each episode. You can subscribe to the show
on iTunes or follow the podcast's page at www.playontarget.com.
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