I see turtlenecks in her future. |
The advantages of this system are many:
- Bookkeeping is ridiculously simple
- Sessions where the action departs from traditional experience-granting activities - investigation, traps and tricks, negotiation - can be rewarded without the tricky job of awarding ad-hoc xp
- The incentive is just to play, rather than grub every coin and kill every kobold toddler
- The DM can accurately assess the long-term trajectory of the campaign, and adjust the advancement rate precisely to suit the amount of time available for playing and the needs of the player
- The advantage of taking risks and facing powerful foes becomes clear when going after the ogres is worth much more than going after the orcs. While detailed xp is vulnerable to grinding and grubbing, session xp more subtly rewards conservative play.
- As feedback, too, the varying experience haul from a tough combat where you were nearly wiped out, versus dealing with a few goblins in a cave you missed the first pass through the dungeon, clearly tells players that risk has a reward.
- Experience points keep adventurer characters focused on their main goal - to get rich or die trying - especially when experience is strongly tied to treasure.
Any other observations about the relative merits of these systems, especially if you have used both, are welcome!
Good points. I think I favor the first approach though, as you lay them out. I think making the risk worth the reward need not be strictly in terms of xp. As to the third, I'd in some ways rather players set their main goal rather than have xp enforce it, as long its one the game we're playing supports in broad strokes.
ReplyDeleteI've noticed a tad less action and motivation when using session based exp unless there are clearly defined goal posts. Some players realize they get to level up by surviving, enduring or simply avoiding if success is measured simply by avoiding failure.
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