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RPG thoughts

I just had a thought for a modification to AD&D... rather than grant XP for killing monsters, etc., just give out a generous flat amount every session. No matter what. If people want to swap out characters, the new char comes in with the same experience as everyone else.

This way, there's no need for pointless dungeon crawling, to "level-up". It would, I think, take away the focus from monster-killin' and treasure grabbin' and allow more time for plot, since level increases wouldn't be "goals" any more. This way, PCs have to have their own plottish goals, and base their play around getting what they want, instead of just aimlessly stepping through ranks of orcs.

Thoughts? Comments? Raspberries? Cream cheese?


( 6 comments — Leave a comment )
Jul. 1st, 2003 10:11 am (UTC)
Smoked salmon?
Jul. 1st, 2003 10:13 am (UTC)
I always did this
by increasing the amount of experience I gave for "acting in character" and such. It wasn't unusual for me to give several hundred exp to characters who refused to do something because of their PCs character, or coming up with an idea that was unique to their personality.

It still requires some dungeon crawling, but only in the really useful dungeons. ;-)
Jul. 1st, 2003 10:21 am (UTC)
Yeah and after taking out the Dungeon crawling and monster slashing you can rename it to Amber :-P
Jul. 1st, 2003 10:23 am (UTC)
We don' t need no stinkin'
My thought exactly. Plot? You play DnD for PLOT?
Jul. 1st, 2003 04:30 pm (UTC)
It really never occurred to me to do things any other way.

Back when I first ran my D&D game, I would come up with a flat amount for each session. Each PC would then get a certain fraction of that amount.

I'd rate each PC on a scale of 1 to 5 in three areas ... using/training skills that would improve (whether through combat, casting spells, using skills, whatever), accomplishments (basically, furthering the plot), and roleplaying.

So, if the group ever went off to try to kill monsters, in order to get a few XP, would actually receive fewer XP than one that didn't fight, but instead roleplayed their way further into the plot.
Jul. 1st, 2003 07:29 pm (UTC)
See, what I'm shooting for is to completely sever in-game advancement from things inthe player's control.

No matter what you do; even if you spend the whole session trying to screw up the plot, or sitting around doing nothing, you get the same experience points as someone who wokrs very hard to advance the plot and zir own personal goals.

The difference is, the first person gets Stuff Happening, while the second gets... what they put into it.
( 6 comments — Leave a comment )

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