HaroldTheHobbit
Hero
It's interesting that I started with The Fantasy Trip, Runequest and Traveller, and didn't encounter D&D and level-up-style gaming until later. We played Traveller for a long time, having fun with adventures in space, with no levels in sight.It is an interesting journey folks take. In my experience, folks either take to it like a bird finally being freed, or they just reject it wholesale. I've had a good number of folks here at EN world argue that the game design needs to give clear and precise ideas to the players on what they need to do to make the game work. Typically, award systems for engaging the game. If they are not clear, the players just shut down. Part of that, I believe, is traditional training through D20 level ups, but also some folks just want/need that guiding hand, and some dont.
Like many, I had a hiatus for career and family, and since I returned as a perma-GM I have been stuck in the advancement/leveling loop. My current players are - besides my wife - a couple of decades younger than I am, very good and creative role-players, and they have been dipping heavy into non-traditional games of all sorts. But they also seem to be most comfy with some kind of advancements when push comes to shove.
Maybe it's easier at least for our table to play longer campaigns (which we prefer) with a system with advancements and a bit of transparent, easy crunch (that's Savage Worlds for us). It's comfy and nonintrusive, and we can focus on roleplaying, improv and creativity in a semisandboxy environment - the fun bits. Should we be using a non-advancement system in a long campaign I fear that it would feel constraining, forcing us into artificial goals and foci that would feel inhibiting.
Or maybe it wouldn't be a problem at all. But the current group has been intact for 6 years and everyone is having good fun, so I have no urge to experiment right now. Still, it's food for thought.