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Worlds of Design: The Price of Advancement
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<blockquote data-quote="Chaderick" data-source="post: 8853501" data-attributes="member: 21229"><p>For a little over 20 years, I ran a game where characters created their character, and I created their mentor in conjunction with them. As they leveled, and outpaced their mentors, new mentors appeared that were informed by where the characters were heading, storywise. In that way, the old rules were used as a vehicles for introducing cool NPCs that they bonded with and loved and occasionally grieved. </p><p></p><p>Regarding the cost requirements, there were quite a few times where the treasure included XX amount of gold, XX amount of silver, a few gems and some jewelry...and also enough additional money to cover the cost of training. That kept the game better balanced and allowed for folks to focus on playing their characters.</p><p></p><p>It required communication and trust, but it kept the same players coming back, session after session for a long period of time. </p><p></p><p>We ended because the group, now in middle age, were separated due to work. We picked up again during the pandemic, via Roll20, and we quickly realized that elements like the old training system were a little too cumbersome over the virtual tabletop. We now follow the 5e system and levels are gained via milestone, without any sort of training. We enjoy it, mainly because it fits our current lifestyle and the demands on our time and limited brainspace.</p><p></p><p>Like most of those old rules, I think the reality is a little more complex than "bad design" or "prototypical design." The "good" or "bad" of it has more to do with the playstyle of the individual table. We absolutely LOVED it, and never regretted it, or experienced any sort of cognitive dissonance over it. BUT, when we got older, had kids and a number of promotions at work under our belts, suddenly we just didn't have the time or energy for that many fiddly bits in something we were doing for fun. And, now we're having fun with the opposite system.</p></blockquote><p></p>
[QUOTE="Chaderick, post: 8853501, member: 21229"] For a little over 20 years, I ran a game where characters created their character, and I created their mentor in conjunction with them. As they leveled, and outpaced their mentors, new mentors appeared that were informed by where the characters were heading, storywise. In that way, the old rules were used as a vehicles for introducing cool NPCs that they bonded with and loved and occasionally grieved. Regarding the cost requirements, there were quite a few times where the treasure included XX amount of gold, XX amount of silver, a few gems and some jewelry...and also enough additional money to cover the cost of training. That kept the game better balanced and allowed for folks to focus on playing their characters. It required communication and trust, but it kept the same players coming back, session after session for a long period of time. We ended because the group, now in middle age, were separated due to work. We picked up again during the pandemic, via Roll20, and we quickly realized that elements like the old training system were a little too cumbersome over the virtual tabletop. We now follow the 5e system and levels are gained via milestone, without any sort of training. We enjoy it, mainly because it fits our current lifestyle and the demands on our time and limited brainspace. Like most of those old rules, I think the reality is a little more complex than "bad design" or "prototypical design." The "good" or "bad" of it has more to do with the playstyle of the individual table. We absolutely LOVED it, and never regretted it, or experienced any sort of cognitive dissonance over it. BUT, when we got older, had kids and a number of promotions at work under our belts, suddenly we just didn't have the time or energy for that many fiddly bits in something we were doing for fun. And, now we're having fun with the opposite system. [/QUOTE]
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