Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
OSR/older D&D and XP from gold - is there a "proper" alternative?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="The-Magic-Sword" data-source="post: 8352214" data-attributes="member: 6801252"><p>For me, the reasons why I think Gold for Exp is so alluring has more to do with the knock on effects of making attaining treasure the primary focus of play, for context the version I'm looking at for our Pathfinder 2e West Marches would involve paying to level, rather than just getting exp when you acquire gold, or when you spend it on whatever. </p><p></p><p>1. Treasure is an amoral motivation-- whether the characters in your party are good or evil or neutral the need for funds, wealth, and magic items is a believable motivator. This means that characters of differing moralities have a common goal for their adventuring, and that as a GM I don't need to worry about or police anyone's motivation to adventure. My variant capitalizes on this because since the treasure spent on leveling is only used for that purpose (as opposed to being able to pick up a magic item at the same time) the flavor of what makes you level can be bent to support your character's morality: the default might be paying someone to actually train you, but its acceptable to say you put the wealth toward an orphanage, or sent it home to your starving village, or used it to fund the operations of a cult to your evil god, or donate it to the descendants of the people who built the ancient ruins you just plumbed, or effectively donate your cut of the stuff to a museum. Similarly, secondary objectives, like rescuing hostages can still come up, but they aren't the sole motivator, meaning characters who aren't interested can always fall back on the possibility of finding treasure anyway or the need to preserve the party as a source of future wealth or some such, but if your character WOULD care about that, you still can. </p><p></p><p>2. Treasure works great for nonlinear content because it represents a granular and an expansive nonbinary victory condition, if you have a dungeon where treasure is the goal, then all paths that offer the possibility of treasure are viable routes (as opposed to say, the single path that leads to a boss monster that must be defeated for the good of the realm, that make all the other paths only obstacles and distractions) and the party can experience partial success by getting part of the total wealth stashed there. This inherently supports interesting adventuring locations that don't have to be straightforward, and where the party can focus on exploring the space without developing tunnel vision on a single point or a solitary objective. This also supports sandbox play by allowing the party to choose how much of a dungeon to explore (rather than a 'but thou must!' due to the story consequences of the location demanding they address some particular threat.)</p><p></p><p>3. All of the above can have the additional effect of refocusing the game on personal stories by providing a reason to adventure that doesn't have to hog the narrative spotlight. I like to call this 'adventurer slice of life' where the goals of the adventure take a back seat to the relationships and personalities of the characters, along with whatever situations they find themselves faced with. More traditional goals tend to make the adventure about the destination (beat the BBEG!), rather than the journey. Similarly it can make downtime more believable where the characters settle to enjoy their successes before planning a new expedition, which is nice because it helps avert the "zero to godlike in a few weeks" plot holes that seem to riddle a lot of games. </p><p></p><p>4. In my game, using wealth to level helps the West Marches format by empowering players to set their own progression speed-- they can ensure they're well kitted before moving on, or they can rush to catch up in level with their friends who play more, they can weigh their preparedness against the possibility of taking on higher level (and therefore more rewarding) content. It also helps the hexcrawling because getting the treasure back to a friendly port is necessary to 'finalize' your acquisition of wealth so all kinds of pirate like events are possible, like ambushes by rival crews. Similarly we have rules about how players are going to gather parties and schedule sessions with GMs, and be the ones to figure out their own cuts, which has cool implications since player owned ships, and paid hireling crews are a part of this too-- the GM is just going to enforce whatever distribution the players agreed to prior to setting out. </p><p></p><p>5. It can encourage information gathering proactively, since the players can effectively always be looking for new sources of wealth, I love stuff like this because it really makes all those cool little simulation elements in systems actually get used-- things like 'Gather Information' or 'Research' in Pathfinder 2e, the lack of a plot means that there's nothing to grind the train to a halt if the players don't know what to do, they can always just search for new leads on where to get treasure, there's always an answer to 'what do we need to do next' that isn't "look for monsters to kill" or "give the GM puppy eyes for the next bit of plot." </p><p></p><p>6. If you have to actually spend money to level, it makes leveling as fungible as your gold is-- if you wanna prop up a buddy or a secondary character or something, you can literally pass wealth around to facilitate that, which in a leveled West Marches, is nice-- you can invest in your fellow players, or in having more options for future expeditions. </p><p></p><p>7. It provides a natural tradeoff to the decision of how many players are even invited to come along on any given adventure-- we're scaling the adventure for four pc's of the level of the lead in terms of both encounter guidelines (though GMs aren't restricted to balanced monsters, not everything is meant to be fought), and treasure, so bringing more people is intrinsically safer... but probably means they're going to want more of a cut. Because gold scales exponentially as you go up in level, there's a significant pay off to trying to punch a little above your weight class, but that is very much something that will be very risky, and demand touch and go tactics and weighing how far you can push your luck.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8352214, member: 6801252"] For me, the reasons why I think Gold for Exp is so alluring has more to do with the knock on effects of making attaining treasure the primary focus of play, for context the version I'm looking at for our Pathfinder 2e West Marches would involve paying to level, rather than just getting exp when you acquire gold, or when you spend it on whatever. 1. Treasure is an amoral motivation-- whether the characters in your party are good or evil or neutral the need for funds, wealth, and magic items is a believable motivator. This means that characters of differing moralities have a common goal for their adventuring, and that as a GM I don't need to worry about or police anyone's motivation to adventure. My variant capitalizes on this because since the treasure spent on leveling is only used for that purpose (as opposed to being able to pick up a magic item at the same time) the flavor of what makes you level can be bent to support your character's morality: the default might be paying someone to actually train you, but its acceptable to say you put the wealth toward an orphanage, or sent it home to your starving village, or used it to fund the operations of a cult to your evil god, or donate it to the descendants of the people who built the ancient ruins you just plumbed, or effectively donate your cut of the stuff to a museum. Similarly, secondary objectives, like rescuing hostages can still come up, but they aren't the sole motivator, meaning characters who aren't interested can always fall back on the possibility of finding treasure anyway or the need to preserve the party as a source of future wealth or some such, but if your character WOULD care about that, you still can. 2. Treasure works great for nonlinear content because it represents a granular and an expansive nonbinary victory condition, if you have a dungeon where treasure is the goal, then all paths that offer the possibility of treasure are viable routes (as opposed to say, the single path that leads to a boss monster that must be defeated for the good of the realm, that make all the other paths only obstacles and distractions) and the party can experience partial success by getting part of the total wealth stashed there. This inherently supports interesting adventuring locations that don't have to be straightforward, and where the party can focus on exploring the space without developing tunnel vision on a single point or a solitary objective. This also supports sandbox play by allowing the party to choose how much of a dungeon to explore (rather than a 'but thou must!' due to the story consequences of the location demanding they address some particular threat.) 3. All of the above can have the additional effect of refocusing the game on personal stories by providing a reason to adventure that doesn't have to hog the narrative spotlight. I like to call this 'adventurer slice of life' where the goals of the adventure take a back seat to the relationships and personalities of the characters, along with whatever situations they find themselves faced with. More traditional goals tend to make the adventure about the destination (beat the BBEG!), rather than the journey. Similarly it can make downtime more believable where the characters settle to enjoy their successes before planning a new expedition, which is nice because it helps avert the "zero to godlike in a few weeks" plot holes that seem to riddle a lot of games. 4. In my game, using wealth to level helps the West Marches format by empowering players to set their own progression speed-- they can ensure they're well kitted before moving on, or they can rush to catch up in level with their friends who play more, they can weigh their preparedness against the possibility of taking on higher level (and therefore more rewarding) content. It also helps the hexcrawling because getting the treasure back to a friendly port is necessary to 'finalize' your acquisition of wealth so all kinds of pirate like events are possible, like ambushes by rival crews. Similarly we have rules about how players are going to gather parties and schedule sessions with GMs, and be the ones to figure out their own cuts, which has cool implications since player owned ships, and paid hireling crews are a part of this too-- the GM is just going to enforce whatever distribution the players agreed to prior to setting out. 5. It can encourage information gathering proactively, since the players can effectively always be looking for new sources of wealth, I love stuff like this because it really makes all those cool little simulation elements in systems actually get used-- things like 'Gather Information' or 'Research' in Pathfinder 2e, the lack of a plot means that there's nothing to grind the train to a halt if the players don't know what to do, they can always just search for new leads on where to get treasure, there's always an answer to 'what do we need to do next' that isn't "look for monsters to kill" or "give the GM puppy eyes for the next bit of plot." 6. If you have to actually spend money to level, it makes leveling as fungible as your gold is-- if you wanna prop up a buddy or a secondary character or something, you can literally pass wealth around to facilitate that, which in a leveled West Marches, is nice-- you can invest in your fellow players, or in having more options for future expeditions. 7. It provides a natural tradeoff to the decision of how many players are even invited to come along on any given adventure-- we're scaling the adventure for four pc's of the level of the lead in terms of both encounter guidelines (though GMs aren't restricted to balanced monsters, not everything is meant to be fought), and treasure, so bringing more people is intrinsically safer... but probably means they're going to want more of a cut. Because gold scales exponentially as you go up in level, there's a significant pay off to trying to punch a little above your weight class, but that is very much something that will be very risky, and demand touch and go tactics and weighing how far you can push your luck. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
OSR/older D&D and XP from gold - is there a "proper" alternative?
Top