That...that is a great idea actually.
See I’m sort of taking inspiration fro the 1e days, where the emphasis was on exploration. There xp was given for the treassure you found.
Characters were very fragile, but at the same time they could mow through 50 skeletons in 15 minutes. That fragility is what led to the 10’ pole days, that and the style of play where if you say you do something the wrong way, you died.
Now, I’m not sure what leveling up would be good for. Increasing skills and saves I guess. But XP is usually the carrot that motivates, so changing the reward is the first step.
To be clear I’m not imagining long campaigns. Maybe 3-5 sessions max? Long enough for a story. Because IME it’s hard to get people to commit to long campaigns period, and I think it would be hard to maintain a long running campaign with weak characters who can die easily.
Bevause when I say “no combat” I don’t mean “no violence”.Things will attack Them. Fighting back (and staying to fight) is what’s unwise.
My last post was before I saw this one.
If you’re going with a shorter game, I think it’s still a question of incentive. If leveling up is not the goal, then identify what is the goal, and actively promote that.
I know that’s kind of vague, but it’s hard to be specific without knowing your goal of play from the players’ point of view. Typically, that’s advancement.
What would you say is the players’ goals in play for this game?