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General Tabletop Discussion
*TTRPGs General
The conventions and techniques of gaming (brainstorm)
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<blockquote data-quote="nopantsyet" data-source="post: 1655151" data-attributes="member: 3109"><p>I dunno. It's tough. I always try to break a convention or two in each campaign, but you can't go too far before the game becomes unrecognizable. If that's what you're going for, that's fine, but most people aren't.</p><p></p><p>I think the biggest convention I have wanted to break but haven't got up the courage is this:</p><p></p><p>The players determine their character's abilities and advance them out-of-game according to in-game accomplishments.</p><p></p><p>Which is just an abstract way of saying PCs earn XP and playsers pick which classes, skills, feats etc. they gain. What I have been trying to devise for several years is a way to advance the PCs in-game the way people advance in real life: practice and training. Most adventurers wouldn't go for training for the very reason they're adventurers: they don't want to sit around studying for months at a time. So PC would gain class levels, feats, skills etc. based on what actions they take in-game. So a player could form a concept to be a fighter, but if they always sneak around they're going to end up more like a rogue. </p><p></p><p>I haven't thought about this idea for a few months, but having just picked up the PDF <em>Buy the Numbers,</em> I think this idea might be more viable going that route rather than the standard levels approach. After each session or adventure, instead of giving out XP, the DM gives out new abilities. A player who took lots of damage gets another hit die, a character who cast spells a lot gets another spellcasting level, etc. Skill points for skills attempted and so on and so forth.</p><p></p><p>But I still don't know if I could ever get players to buy into it. Maybe for a short or intermittent campaign where they don't feel as much attachment to the characters. I dunno.</p></blockquote><p></p>
[QUOTE="nopantsyet, post: 1655151, member: 3109"] I dunno. It's tough. I always try to break a convention or two in each campaign, but you can't go too far before the game becomes unrecognizable. If that's what you're going for, that's fine, but most people aren't. I think the biggest convention I have wanted to break but haven't got up the courage is this: The players determine their character's abilities and advance them out-of-game according to in-game accomplishments. Which is just an abstract way of saying PCs earn XP and playsers pick which classes, skills, feats etc. they gain. What I have been trying to devise for several years is a way to advance the PCs in-game the way people advance in real life: practice and training. Most adventurers wouldn't go for training for the very reason they're adventurers: they don't want to sit around studying for months at a time. So PC would gain class levels, feats, skills etc. based on what actions they take in-game. So a player could form a concept to be a fighter, but if they always sneak around they're going to end up more like a rogue. I haven't thought about this idea for a few months, but having just picked up the PDF [i]Buy the Numbers,[/i] I think this idea might be more viable going that route rather than the standard levels approach. After each session or adventure, instead of giving out XP, the DM gives out new abilities. A player who took lots of damage gets another hit die, a character who cast spells a lot gets another spellcasting level, etc. Skill points for skills attempted and so on and so forth. But I still don't know if I could ever get players to buy into it. Maybe for a short or intermittent campaign where they don't feel as much attachment to the characters. I dunno. [/QUOTE]
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