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The many types of Sandboxes and Open-World Campaigns
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<blockquote data-quote="Aldarc" data-source="post: 8648738" data-attributes="member: 5142"><p>Okay. I see. But I will say that milestone leveling can sometimes become "Mother May I Level?" when it's unstructured or detached really from player character action. It's sometimes only attached to the whims of the GM, deciding when they think is best. I'm not a fan of milestone leveling that amounts to "GM says." </p><p></p><p>For something similar to what you mention, Shadow of the Demon Lord uses the completion of the adventure/module, with adventures being categorized in four level-based tiers: Starting (Level 0), Novice (Levels 1-2), Expert (Levels 3-6), and Master (Levels 7-10). One benefit of this structure is how it tends to shut up the "How much XP do we get for that?" and "Have we earned a milestone level now?" players. You get a level once the adventure is done. </p><p></p><p>This is likely not, however, a progression structure that I would use for sandbox or open world games. As mentioned before, as a result of survival video games I am now more inclined towards providing diagetic rewards for the character progression treadmill.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8648738, member: 5142"] Okay. I see. But I will say that milestone leveling can sometimes become "Mother May I Level?" when it's unstructured or detached really from player character action. It's sometimes only attached to the whims of the GM, deciding when they think is best. I'm not a fan of milestone leveling that amounts to "GM says." For something similar to what you mention, Shadow of the Demon Lord uses the completion of the adventure/module, with adventures being categorized in four level-based tiers: Starting (Level 0), Novice (Levels 1-2), Expert (Levels 3-6), and Master (Levels 7-10). One benefit of this structure is how it tends to shut up the "How much XP do we get for that?" and "Have we earned a milestone level now?" players. You get a level once the adventure is done. This is likely not, however, a progression structure that I would use for sandbox or open world games. As mentioned before, as a result of survival video games I am now more inclined towards providing diagetic rewards for the character progression treadmill. [/QUOTE]
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