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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?
 



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)!
 

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.

That’s definitely what it is! They don’t hide it at all in the book. The GM is meant to take the Beats suggested by each player and consider them during any prep, and push toward them in actual play.
 

pemerton

Legend
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..
This isn't correct. XP can be spent to improve powers, add new ones, change Distinctions, etc.
 

TheSword

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.
WFRP offers experience for roleplaying but also short term and long term goals and adventure achievements. That experience can be spent at the end of the end of each session to improve your character granularly.
 



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?
several. Many of them traditional class and level.
The one that feels most "videogame achievement" in nature is the Ignobles system in Battle Born, G/Sol, Rogue Swords of the Empire, Crimson Cutlass.
Marvel Heroic has several... each character's are different.
Several games call these character specific achievements "keys"... Lady Blackbird, IIRC, does so.


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.

* 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.
Nah... I was going to ask if you were aware of the official one from the late 1990's....
 


Laurefindel

Legend
several. Many of them traditional class and level.
The one that feels most "videogame achievement" in nature is the Ignobles system in Battle Born, G/Sol, Rogue Swords of the Empire, Crimson Cutlass.
Marvel Heroic has several... each character's are different.
Several games call these character specific achievements "keys"... Lady Blackbird, IIRC, does so.



Nah... I was going to ask if you were aware of the official one from the late 1990's....
I don't own it but yes, I am aware. I'm also aware of its dismal reviews, so I never spent much energy looking for it ;)
I am not familiar with the Ignoble system however. To the google library!

[edit] Holy s**t, Crimson Cutlass is a 1526 pages RPG! Lets repeat that; FIFTEEN, HUNDRED, TWENTY, SIX page-long rpg book! That's like, the whole library of all 3.5 books combined! Damn...
 
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Laurefindel

Legend
Thanks everyone for the suggestions.

After further research, I realised that what I'm going for is closer to an objective-based (board)game than an achievement-based (video)game as a XP system (although the difference is subtle).

I've got (a bit more than) 60 objectives now, which makes three pages worth of 1.5in x 2.5in objective cards for convenient printing: 20 stage-I public objectives (which everybody can claim), 20 stage-II public objectives (which all can claim if the group fulfills the objective), and 20 secret objective (which only the owned of the card can claim).

I kept the name to "secret objective" because that's how the source material calls it, but it really means "personal objective".
 

I don't own it but yes, I am aware. I'm also aware of its dismal reviews, so I never spent much energy looking for it ;)
I am not familiar with the Ignoble system however. To the google library!

[edit] Holy s**t, Crimson Cutlass is a 1526 pages RPG! Lets repeat that; FIFTEEN, HUNDRED, TWENTY, SIX page-long rpg book! That's like, the whole library of all 3.5 books combined! Damn...
there is a lot of reference material in it.
It also plays solo reasonably well. (one of the few I've enjoyed doing so with.)
 

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