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<blockquote data-quote="neobolts" data-source="post: 6555870" data-attributes="member: 65244"><p>Glad you enjoyed those games. I played them too, but the repetative monster killing was my least favorite thing about those games. It was also a staple of early MMOs. Look at modern MMOs. In Guild Wars 2 I did the "Been There, Done That" achievement. I traversed and completed every quest hub in the game, but it was always somewhere new had a story driving it. In an older game, I would have camped a spot for multiple levels killing the same stuff over and over (I'm looking at you Final Fantasy XI <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f621.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":mad:" title="Mad :mad:" data-smilie="4"data-shortname=":mad:" />). "Level grind" is not why I play. </p><p></p><p></p><p></p><p>I am using random encounter tables in my sessions. But XP is using the "story award" DMG option. The players are advancing by achieving key plots points. Its still combat oriented, as they still need to traverse the dungeon and kill the big bads to move the story. But it steers them away from farming levels, which doesn't sound like high adventure to me. Monte Cook's Cypher System awards discovery/story XP and no combat XP. It definitely influenced my current DM style. </p><p></p><p>That said, the idea of an OSR kills=XP and gold=XP run does sound fun as an oocasional diversion, but wouldn't be my weekly go-to for gaming.</p></blockquote><p></p>
[QUOTE="neobolts, post: 6555870, member: 65244"] Glad you enjoyed those games. I played them too, but the repetative monster killing was my least favorite thing about those games. It was also a staple of early MMOs. Look at modern MMOs. In Guild Wars 2 I did the "Been There, Done That" achievement. I traversed and completed every quest hub in the game, but it was always somewhere new had a story driving it. In an older game, I would have camped a spot for multiple levels killing the same stuff over and over (I'm looking at you Final Fantasy XI :mad:). "Level grind" is not why I play. I am using random encounter tables in my sessions. But XP is using the "story award" DMG option. The players are advancing by achieving key plots points. Its still combat oriented, as they still need to traverse the dungeon and kill the big bads to move the story. But it steers them away from farming levels, which doesn't sound like high adventure to me. Monte Cook's Cypher System awards discovery/story XP and no combat XP. It definitely influenced my current DM style. That said, the idea of an OSR kills=XP and gold=XP run does sound fun as an oocasional diversion, but wouldn't be my weekly go-to for gaming. [/QUOTE]
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