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OSR/older D&D and XP from gold - is there a "proper" alternative?
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<blockquote data-quote="howandwhy99" data-source="post: 7469727" data-attributes="member: 3192"><p>Gold as XP means you can trade your treasure for XP. The local merchant is the best place to get XP in such a game, after sneaking past monsters to collect all the treasure you can. </p><p></p><p>I prefer XP for roleplaying, which simply means each role (class) gains XP for the unique way each class is designed to be mastered. Become a master roleplayer in your class and your gaming piece will increase in class-related abilities (as presumably the player has increased in ability at playing that class's game in D&D). </p><p></p><p>There are many different ways to improve at playing an actual game, four of which are included in D&D. However, only three really have underlying systems for players to master (and really only two and a half ever finished in early published D&D). These different roles are: </p><p></p><p>1. Gaming (fighting-man) - manipulate the game design seeking game-related objectives which improve your standing within.</p><p></p><p>2. Puzzle Solving (magic-user) - manipulate the game design in order to discover more and more of the underlying design of the game.</p><p></p><p>3. System Balancing (cleric) - think like a game designer and attempt to balance the game as an operational system in one of three ways (one of which the player must declare): growth cycling, equilibrium balancing, or death spiral system collapse. </p><p></p><p>4. Resource Acquisition (thief) - this is not a separate game system itself within the underlying game, but a basic action of it. Therefore this is a simpler class to play with less difficulty to master. To focus it and make it harder, I only reward for treasure gained that is stolen property from something in the game guarding it. </p><p></p><p>What this does is set up individual scoring and personal objective selection as D&D originally was designed. It also sets up cooperation as the obviously best strategy. However there is an additional challenge when gaming with any player seeking to improve in an alternate class, what I think is called orthogonal conflict. Overcoming these in order to cooperate is so beneficial to all parties cooperation becomes a learned skill between players as they struggle to become a team with wholly different world focuses. It is as much a challenge (and enjoyable reward!) as mastering the actual game designs set for each of the chosen roles.</p><p></p><p>Lastly, when you take XP out of gold then treasure (game resources) become their own rewards and differ in value depending on the roles played and strategies chosen. You can play at any level with no resources or tons (there is a technical system limit), but balancing resources in the game design (campaign world, module, monster's treasure, etc) remains vitally important.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 7469727, member: 3192"] Gold as XP means you can trade your treasure for XP. The local merchant is the best place to get XP in such a game, after sneaking past monsters to collect all the treasure you can. I prefer XP for roleplaying, which simply means each role (class) gains XP for the unique way each class is designed to be mastered. Become a master roleplayer in your class and your gaming piece will increase in class-related abilities (as presumably the player has increased in ability at playing that class's game in D&D). There are many different ways to improve at playing an actual game, four of which are included in D&D. However, only three really have underlying systems for players to master (and really only two and a half ever finished in early published D&D). These different roles are: 1. Gaming (fighting-man) - manipulate the game design seeking game-related objectives which improve your standing within. 2. Puzzle Solving (magic-user) - manipulate the game design in order to discover more and more of the underlying design of the game. 3. System Balancing (cleric) - think like a game designer and attempt to balance the game as an operational system in one of three ways (one of which the player must declare): growth cycling, equilibrium balancing, or death spiral system collapse. 4. Resource Acquisition (thief) - this is not a separate game system itself within the underlying game, but a basic action of it. Therefore this is a simpler class to play with less difficulty to master. To focus it and make it harder, I only reward for treasure gained that is stolen property from something in the game guarding it. What this does is set up individual scoring and personal objective selection as D&D originally was designed. It also sets up cooperation as the obviously best strategy. However there is an additional challenge when gaming with any player seeking to improve in an alternate class, what I think is called orthogonal conflict. Overcoming these in order to cooperate is so beneficial to all parties cooperation becomes a learned skill between players as they struggle to become a team with wholly different world focuses. It is as much a challenge (and enjoyable reward!) as mastering the actual game designs set for each of the chosen roles. Lastly, when you take XP out of gold then treasure (game resources) become their own rewards and differ in value depending on the roles played and strategies chosen. You can play at any level with no resources or tons (there is a technical system limit), but balancing resources in the game design (campaign world, module, monster's treasure, etc) remains vitally important. [/QUOTE]
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OSR/older D&D and XP from gold - is there a "proper" alternative?
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