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Wyrd -- an alternative XP system

Matt Snyder

First Post
Hi,

I recently created an alterative experience system for D&D/d20.

The system is goal-oriented, allowing players to select their character's goals, earn generous modifiers toward their completion, and reap XP rewards upon completion. The effect is a speedier progression, more effective characters, and a little less overall control on the game world by the GM.

You can read the run-down on my wiki:

Wyrd - An alternate experience system

This is a pretty big departure from standard D&D, so it won't be everyone's cup of tea. But, it does offer players a greater opportunity to shape their game environment, even telling the GM how to do his job! (In a good way.).

I've been tinkering with some additional ideas for "Doom," which is the GM's goal system for NPCs. One suggestion on another forum was to increase the amount of Doom the GM receives (1d6 or 1d8 instead of just 1, for example).


FYI, the system is very loosely based on my independently published game, Nine Worlds. Nine Worlds definitely is a dramatically different kind of role-playing game than D&D! I consider this a good thing, because the game has something unique to offer.

Nine Worlds involves a lot of story-oriented techniques and other unusual elements (playing card mechanics, for example). It's a modern fantasy in the vein of Mage, Nobilis, and Amber, for example.

Think of it as a modern re-telling of Greek myth. You play mortals who literally decide the fate of the universe.
 

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Interesting idea, and one I've seen in other places. I don't so much like the way it advances characters very quickly at low levels, but slows down at higher levels. Sure you can have more Wyrd awards at high levels, but how many of these kinds of achievements can you realistically accomplish in four hours of gaming? 5, 15, 20? I think I'd like it better as a supplemental system with a reduced award that scales with level. Maybe make the goals more abstract and less task-oriented so that you can include things like "patch up my relationship with Lydia," or "successfully establish myself as a competent entertainer in this town." That way it could serve as a codified "roleplaying XP" system that allows the players to help set their own goals and know what they need to achieve for a reward.
 

Doc, those suggestions are good, but I'm not seeing how they aren't already part of what's in there. Maybe the examples don't indicate that? But, yes, those are some of the kinds of goals I'd like to see characters employ, definitely.

The early levels are indeed faster, as I learned this weekend in my game using this system for the first time. My group had a good time with it. We're perfectly happy with the quicker advancement -- it was one of my design goals. But, we also uncovered some other quirks. Namely, that when players sacrifice Wyrds to survive, they can quickly get zero XP for the day, despite good play overall. I'm thinking of tweaking that to something like the failed Wyrd "booby prize" of 200 XP.

I haven't yet had a chance to playtest higher levels, so I'm not sure how many goals players can reasonably expect to fulfill in a session. I'm guessing something like 3-4 maybe? Maybe more.

Oh! Can you point me at some of the similar ideas you've seen? I'd love to compare notes, see if there's anything to learn from them.
 

This is an extremely interesting system, and one that I think deserves a lot of playtesting. I'm strongly in favor of goal-based advancement in general, and since this doesn't divorce advancement from XP, game mechanics that reply upon that commodity (item creation, for example) is left unharmed. Also, any mechanic that encourages players to create and pursue their own side goals is very welcome.

At first I thought the limitations on Wyrds per session were unnecessary, but obviously the Wyrd bonus and the broad range of possible goals make that extremely necessary.

I think I'd rather just call them "Goals" than "Wyrds", however. I understand the logic behind the name--or at least I think I do--but it seems like counterintuitive jargon, to me. I'd probably leave out the NPC Wyrds and Dooms (as GM fiat should should make that kind of thing unnecessary), and sacrificing Wyrds (in light of your own observations, and the possibility to use action points or other such mechanics to fill the role of last-minute life saver).

All in all, though, it looks like a great mechanic with a lot of potential to reward players for playing in a way that makes things more fun and interesting, and actually makes sense in terms of "in character" logic.
 

I like this a lot, but I think I'd be inclined to let the successful completion of far reaching goals be worth more than 1000 xp. I think I'd have players note at what level they first chose the Wyrd and then subtract that from the level they are at when they complete it and then multiply the number by 1000 (minimum 1000). That way there is more of a payoff for choosing a lofty goal at a low level. On a similar note, I think I'd let PCs start off with an extra Wyrd (and increase all maximum Wyrds by 1) that can only be used for a personal, long reaching goal.

Also, it might be simpler to say that bonuses apply to any d20 roll. Oh, and that sacrificing bit just seems wrong.
 
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