BeauNiddle said:For a 2 hour game then yes. For a multiple month campaign .... then why didn't he kill his nemesis in the first 2 hours?
So, your comparing a young boy wronged by a grown man; the boy dedicating his entire life to studying swordplay (not adventuring); & then seeking, finding, & confronted his nemesis... you're comparing this to a few months in a D&D game?
Again: My point isn't that advancement should be removed. My point is merely that it isn't essential.
Remathilis said:Luke would never advance past farm-boy into Jedi Knight without GM hand-waving. Luke DOES improve. he gains "magic", his ability with a lightsaber improves (his two hit), he gains skill improvement, and he becomes harder to kill. That is gaining levels per se in essence of his journey from SW -> ESB -> RotJ. (and remember, he spent mere MONTHS with Yoda learning the force and saber skills before running off to face Vader)
I don't see how that has any bearing on my point that, while advancement is one thing that is enjoyable in RPGs, it is by no means essential. If you did take away advancement, most of us would still have enough others reasons to continue playing.
Remathilis said:Clearly, its not a perfect solution, but leveling does a dirty job of showing improvement. If you don't like that method, I may suggest a system that handles improvement differently (like StoryTeller or WEG's d6 system).
I disagree. I think levels are a perfect solution. They have trade-offs vs. other means, which are also perfectly fine. But if someone asks me, "Are xp/levels/advancement necessary?" then I respond: No! Not only are levels not necessary, alternative advancement schemes aren't necessary either! Fun, yes! Heck, yes! Necessary? From experience (ironically ^_^), no!
Now I have known the odd gamer for whom advancement was a big part of what made the game fun for him. You know what? He managed to get quite a bit of enjoyment out of the games without advancement as well.