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General Tabletop Discussion
*TTRPGs General
Should Roleplay Determine Character Advancement?
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<blockquote data-quote="onedtwelve" data-source="post: 5481038" data-attributes="member: 6671274"><p>This is exactly what I'm suggesting. Letting the players choose several character traits and judging them by how well they stuck to those traits and/or how many of those traits they managed to play out during the session.</p><p></p><p></p><p></p><p>I also like this idea, or at least the idea of it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue    :p"  data-smilie="7"data-shortname=":p" /> I wonder how it would play out, though.</p><p></p><p>I also want to make it clear that what I'm suggesting would not involve XP in any way - not based off of kills or roleplay. I would simply be letting a character straight up level up based on his/her roleplaying (the system I use is very simple, so there isn't too much to character advancement).</p><p></p><p>What I'm hearing here, though, is that even with traits or whatever, roleplaying is a poor way to judge people; I should instead have the characters level after a certain number of sessions. Do you think it would be more appropriate to have them advance after completing an adventure instead of having a meta "number of sessions?"</p><p></p><p></p><p></p><p>In response to this, I want to make it clear that I'm trying to encourage the players to make a well-rounded character. Instead of "the ranger" I want "Elwood the ranger, out on a mission to kill the goblins encroaching on his family's land." (poor example, but I hope you get my meaning). I want them to have fully fleshed out personalities so that it would be easier to get into character and really understand how the character would react in certain situations. By "roleplay" I mean staying in character in a rich setting with lots of in-party interactions and lots of problem solving as opposed to the traditional <em>kill monster, solve puzzle, unlock door</em> dungeon delve. That's why I thought about character traits as a measure. I think I will keep them, but am not so certain that they would be a good measure for character advancement now.</p><p></p><p>I'm still uncertain as to my best option, though. As of now I'm leaning more toward having them advance based on completion of an adventure as defined by me. So if they rescue the princess they advance, but if they do not, they do not advance, and if they neglect to recover her jewels that would all just be in the fluff. What do you think?</p></blockquote><p></p>
[QUOTE="onedtwelve, post: 5481038, member: 6671274"] This is exactly what I'm suggesting. Letting the players choose several character traits and judging them by how well they stuck to those traits and/or how many of those traits they managed to play out during the session. I also like this idea, or at least the idea of it :p I wonder how it would play out, though. I also want to make it clear that what I'm suggesting would not involve XP in any way - not based off of kills or roleplay. I would simply be letting a character straight up level up based on his/her roleplaying (the system I use is very simple, so there isn't too much to character advancement). What I'm hearing here, though, is that even with traits or whatever, roleplaying is a poor way to judge people; I should instead have the characters level after a certain number of sessions. Do you think it would be more appropriate to have them advance after completing an adventure instead of having a meta "number of sessions?" In response to this, I want to make it clear that I'm trying to encourage the players to make a well-rounded character. Instead of "the ranger" I want "Elwood the ranger, out on a mission to kill the goblins encroaching on his family's land." (poor example, but I hope you get my meaning). I want them to have fully fleshed out personalities so that it would be easier to get into character and really understand how the character would react in certain situations. By "roleplay" I mean staying in character in a rich setting with lots of in-party interactions and lots of problem solving as opposed to the traditional [I]kill monster, solve puzzle, unlock door[/I] dungeon delve. That's why I thought about character traits as a measure. I think I will keep them, but am not so certain that they would be a good measure for character advancement now. I'm still uncertain as to my best option, though. As of now I'm leaning more toward having them advance based on completion of an adventure as defined by me. So if they rescue the princess they advance, but if they do not, they do not advance, and if they neglect to recover her jewels that would all just be in the fluff. What do you think? [/QUOTE]
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