Haltherrion
First Post
I very much like the idea of keying level gain off of player knowledge of the game world, in theory. I do wonder in practice how the change in incentives will affect the game. In particular, I wonder if players' tolerance for long combats will evaporate, once combats stop being the principal means to character advancement. The players may care less about character optimization and more about developing relationships with NPCs and collecting useful rituals. Assuming the players buy into the idea, I think it could be a big win.
I've got to confess, the whole concept rubs me wrong. It's an interesting thought but implementing it raises a whole lot of issues for me:
- How does knowledge of the world really cause you to level up? Most leveling mechanisms are somewhat artificial, granted, but this seems more artificial than most.
- This puts a very strong emphasis on an aspect of RPGs that all of your players may not agree with. People play for various reasons, being told to play for the sake of exploring may offend a number of players.
- Even players that like to explore may resent being told they have to explore.
- There are much less intrusive ways to encourage exploration.

I'm not saying the OP would do such things but such techniques would certainly give me pause.
I'm sure it can be made to work but I just thought I'd share my reservations...