Achievement-based XP systems in TTRPG

Laurefindel

Legend
There are a few games using variations of an achievement-based experience system, typically based on the character goals and aspirations. Something like "I have avenged my father and cleared his name - get 5 achievement points" or whatever. But are there any TTRPG that use fixed achievements as XPs, akin to how many board games calculate victory?

I designed my on Twilight Imperium RPG* and am using objective cards as XP system, similar to how the board game gives victory points (its rather game-y, but that's intentional). I have about two dozen objective cards but I'd like to have more, and am looking for inspiration/ideas.

Thanks in advance

'findel

* I know, you're about to tell me "play Traveler instead" or "use the upcoming Twilight Imperium setting for Genensis". Whether i should be doing this or not is irrelevant at this point. Finding inspiration/propositions for new objectives is what's relevant for this thread.
 

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Laurefindel

Legend
In Level Up each character has a Destiny, and if you achieve it you gain a feature. It's not XP per se, but it is advancement.

The Destinies are things like Revenge, Wealth, Knowledge, etc.
...
fine, that does it!
goes on backer kit
oh, "late pledge" is still available!

Would that be in the character book or trials book?
 



hawkeyefan

Legend
I’ve been playing Spire: The City Must Fall and the characters gain an advance when they effect change in the city. There are three degrees of advances available based on how significant the change made: minor for small changes, medium for larger changes, and major for like sweeping citywide type changes.

The same guys also made Heart: The City Beneath which I’m currently reading. The rules are similar, but the advancement system is different. In this game, each PC has a list of “Beats” which are like goals they want to see happen. At the end of each session, the player picks two Beats from their list, and if they achieve them in the next session, they get an advance ability. There are minor, major, and zenith Beats and corresponding abilities.

Those are two games that do something interesting with advances that are fresh on my mind.
 

The Marvel Heroic Roleplaying system did the same thing with events in a character's arc, but I found it could be kind of restrictive.

I do like how Forged in the Dark does it, with XP ticks connected to your playbook's specific triggers, plus triggers connected to your heritage, background, goals and beliefs.
 

Blue

Ravenous Bugblatter Beast of Traal
The same guys also made Heart: The City Beneath which I’m currently reading. The rules are similar, but the advancement system is different. In this game, each PC has a list of “Beats” which are like goals they want to see happen. At the end of each session, the player picks two Beats from their list, and if they achieve them in the next session, they get an advance ability. There are minor, major, and zenith Beats and corresponding abilities.
For games with GM prep, knowing those two Beats for each character is an invaluable tool. I'd almost say that's a Player-to-GM signalling tool to communicate what they want to see more of that is disguised as an advancement mechanism.
 

Blue

Ravenous Bugblatter Beast of Traal
The Marvel Heroic Roleplaying system did the same thing with events in a character's arc, but I found it could be kind of restrictive.
In MHR, they called it XP but in some ways that was misleading, as XP usually makes the character more powerful and this currency was to unlock options like Shield clearance but not power in terms of your powerset..

Not disagreeing with your statement about restrictive or not, just how their advancement system was very light in the first place, with no character creation rules except "estimate against others to get what you want" and no real power advancement system. Which was fine for that specific niche, and Cortex Prime is much more robust than that was.
 
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In MHR, they called it XP but in some ways that was misleading,
Aha, I didn't play long enough to unlock anything so I misunderstood what it was for.

Thanks for clarifying! I totally respect games that don't have actual mechanical advancement (for example Hillfolk or Primetime Adventures)!
 

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