iserith
Magic Wordsmith
Transparency is key in any incentive structure in my view, whether that's in a game or at work. If players are motivated to advance their characters and they know what specific things they need to do to achieve that, they tend to do those things. Not every player, not every time, but the tendency is there, and that's quite a useful thing in my experience."Whenever the DM feels like it" is usually still combat, plot, or goals. Just with less transparency about how far you're progressing. Alternatively, an untransparent combat, plot, or goal based leveling system is basically "Whenever the DM feels like it."![]()