doctorbadwolf
Heretic of The Seventh Circle
So a while back I posted this thread about how Iām doing advancement in my game.
I was trying to avoid tracking xp and just have traits you gain semi-diagetically.
The problem is, doing so while also using levels and letting players choose traits from a list just doesnāt work (it could but it wasnāt working in this case).
So what Iāve decided is to give in and keep xp, sort of. My issue has been in the past (my group and Iāve been playing/iterating on Crossroads since 2012) that having āxp gainedā and āxp spentā is dumb and bad, which was what I was doing.
But!
I realized that the issue is that they are one resource. So:
When you gain Experience, you also mark one advancement per experience gained. Advancement has its own spot on the character sheet with 9 sets of 3 check boxes (someday itāll be some kind of satisfying circular design). Experience is a simple box for you to write how many you currently have, adding when you gain and subtracting when you spend.
By separating the two, both visually and linguistically, I have made it much easier for players that arenāt heavy gamers to keep track of things, and even weirdos like me have an easier time. I might add some text about how experience is spent, and/or a reminder to Mark Advancement when you gain experience, but even without that stuff the sheet looks great (for a sheet made using excel to make little widgets to paste onto a word document) and makes the game simple and easy to play.
Just thought Iād share. Nothing groundbreaking, but Iām happy about it.
I was trying to avoid tracking xp and just have traits you gain semi-diagetically.
The problem is, doing so while also using levels and letting players choose traits from a list just doesnāt work (it could but it wasnāt working in this case).
So what Iāve decided is to give in and keep xp, sort of. My issue has been in the past (my group and Iāve been playing/iterating on Crossroads since 2012) that having āxp gainedā and āxp spentā is dumb and bad, which was what I was doing.
But!
I realized that the issue is that they are one resource. So:
When you gain Experience, you also mark one advancement per experience gained. Advancement has its own spot on the character sheet with 9 sets of 3 check boxes (someday itāll be some kind of satisfying circular design). Experience is a simple box for you to write how many you currently have, adding when you gain and subtracting when you spend.
By separating the two, both visually and linguistically, I have made it much easier for players that arenāt heavy gamers to keep track of things, and even weirdos like me have an easier time. I might add some text about how experience is spent, and/or a reminder to Mark Advancement when you gain experience, but even without that stuff the sheet looks great (for a sheet made using excel to make little widgets to paste onto a word document) and makes the game simple and easy to play.
Just thought Iād share. Nothing groundbreaking, but Iām happy about it.