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Worlds of Design: The Benefit of Experience
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<blockquote data-quote="lewpuls" data-source="post: 8121494" data-attributes="member: 30518"><p>This is a discussion of how one decision in game design can make so much difference in how everything works. In this case we’re talking about RPGs, specifically how experience points (XP) are awarded. What are the consequences of using one method or another (or a combination)?</p><p></p><p style="text-align: center">[ATTACH=full]128270[/ATTACH]</p> <p style="text-align: center"><a href="https://pixabay.com/illustrations/success-gradual-career-person-4578800/" target="_blank">Picture courtesy of Pixabay.</a></p><p></p><p>When it comes to XP, there are three obvious ways to reward it:</p><ul> <li data-xf-list-type="ul">For <strong>treasure collected </strong>or perhaps more broadly for money collected</li> <li data-xf-list-type="ul">For <strong>“monsters” killed—</strong>the tougher the monster the more XP</li> <li data-xf-list-type="ul">For successfully <strong>completing missions, </strong>or just for generally <strong>playing well, </strong>not for specific XP events</li> </ul><p>Each of these types of rewards are associated with an edition of Dungeons & Dragons, but they are not limited to that game alone. XP is one of the most direct ways of incentivizing players to play a certain way.</p><h3><span style="font-size: 18px"><strong>XP for Treasure</strong></span></h3><p>What happens when you give <strong>XP only for treasure/money collected</strong>? In my opinion, this incentivizes the characters (and players) to be money grubbers, not adventurers. Adventure doesn't matter, all that matters is getting the loot. In the “money collected” mode, they may get XP for success in business as well. They don't worry about “more worthy” objectives such as defeating evil or winning the war or whatever more worthy might be. They become sheer mercenaries. They just want to make money.</p><p></p><p>XP for treasure can be especially bad in <strong><em>Advanced D&D</em>. </strong>At low levels, AD&D can encourage this form of treasure hunting. When I’m a player, I usually want to strive for something more than being a mercenary. A game gives you a chance to be better than you expect to be, to strive for lofty goals. Treasure-hunting isn’t a lofty goal.</p><p></p><p>If you use the training rules, characters have to grub for even more money than would be sufficient to raise their level via XP; they need a lot more to pay for training. If you're only looking for loot you're only going to fight things that are likely to have loot, and you're unlikely to fight things that don't have loot. Why fight something when you don't get any experience points?</p><p></p><p>Ask yourself, how often do heroes in adventure novels and movies, do it for the money? Han Solo started out trying to do it that way, but changed his mind. In Glen Cook's <em><strong>The Black Company</strong></em> the characters are mercenaries, but in the end they do things for reasons other than money. <strong>The Mandalorian </strong>is a mercenary, but finds a different calling in Baby Yoda. And so on.</p><p></p><p>As an aside: why award XP for mere treasure? Given the chanciness of whether a monster or group will have treasure, doesn’t it become something of a lottery?</p><h3><span style="font-size: 18px"><strong>XP for Kills</strong></span></h3><p>What about <strong>XP for kills</strong>? Just like the XP for Treasure above, this motivates adventurers toward a different goal: fighting everything. Their goal is to kill things, not to defeat evil or any other lofty goal. So once again you’ve steered the players that in my opinion is a wrong direction (see "<a href="https://www.enworld.org/threads/worlds-of-design-chaotic-neutral-is-the-worst.667279/" target="_blank">Chaotic Neutral is the Worst</a>").</p><p></p><p>Video gamers are accustomed to fighting everything in most AAA list games. So this method may feel comfortable to them. If you don’t get XP for kills, then you can try for strategems and sneakiness that don’t necessarily kill the “enemy” but achieve your goals in other ways. That provides more variety.</p><p></p><p>A combination of these two methods steers players away from the worst excesses, but is still not particularly heroic.</p><h3><strong>XP for Missions</strong></h3><p>What about the third alternative, <strong>XP for completing missions</strong>, or perhaps for just <strong>playing well</strong> in general? This is the way I do it. I once wrote a computer program that considered the levels of the characters and how many points each needed to rise a level, and awarded XP accordingly. But you don't need to be that complicated; just give the characters each a particular amount of experience.</p><p></p><p>Clearly there are going to be people in any adventuring party who are much more important to the success of the party, either because of the character’s capabilities or because of the player’s capabilities, and you can differentiate that (giving each player/character a grade, in effect). Or you can simply give the same amount of experience to each character.</p><p></p><p>What does this do for the game? It means people play to be successful adventurers, not money grubbers, not killers, <strong>adventurers</strong>. Isn’t the game about adventure, not about treasure hunting or killing? If you have a campaign where there are clear ultimate goals—defeating evil is the obvious one—then that's what they'll try to do.</p><h3><strong>Which to Use?</strong></h3><p>A lot depends on how you decide to award experience, whether you’re the GM or you’re the game designer. It's important to realize the consequences of these incentives because when players end up playing greedy murder-hobos, it's often at least partially due to the way the game rewards play.</p><p></p><p>Does XP method affect willingness to cooperate? If each individual is singled out, if each one gets XP according to what treasure they lay hands on, or what creatures they kill, cooperation can suffer badly. Which, in my opinion, destroys the point of RPGs: <strong>cooperation</strong>.</p><p></p><p><strong>Your Turn: How do you award experience to player characters? </strong></p></blockquote><p></p>
[QUOTE="lewpuls, post: 8121494, member: 30518"] This is a discussion of how one decision in game design can make so much difference in how everything works. In this case we’re talking about RPGs, specifically how experience points (XP) are awarded. What are the consequences of using one method or another (or a combination)? [CENTER][ATTACH type="full" alt="xp.jpg"]128270[/ATTACH] [URL='https://pixabay.com/illustrations/success-gradual-career-person-4578800/']Picture courtesy of Pixabay.[/URL][/CENTER] When it comes to XP, there are three obvious ways to reward it: [LIST] [*]For [B]treasure collected [/B]or perhaps more broadly for money collected [*]For [B]“monsters” killed—[/B]the tougher the monster the more XP [*]For successfully [B]completing missions, [/B]or just for generally [B]playing well, [/B]not for specific XP events [/LIST] Each of these types of rewards are associated with an edition of Dungeons & Dragons, but they are not limited to that game alone. XP is one of the most direct ways of incentivizing players to play a certain way. [HEADING=2][SIZE=5][B]XP for Treasure[/B][/SIZE][/HEADING] What happens when you give [B]XP only for treasure/money collected[/B]? In my opinion, this incentivizes the characters (and players) to be money grubbers, not adventurers. Adventure doesn't matter, all that matters is getting the loot. In the “money collected” mode, they may get XP for success in business as well. They don't worry about “more worthy” objectives such as defeating evil or winning the war or whatever more worthy might be. They become sheer mercenaries. They just want to make money. XP for treasure can be especially bad in [B][I]Advanced D&D[/I]. [/B]At low levels, AD&D can encourage this form of treasure hunting. When I’m a player, I usually want to strive for something more than being a mercenary. A game gives you a chance to be better than you expect to be, to strive for lofty goals. Treasure-hunting isn’t a lofty goal. If you use the training rules, characters have to grub for even more money than would be sufficient to raise their level via XP; they need a lot more to pay for training. If you're only looking for loot you're only going to fight things that are likely to have loot, and you're unlikely to fight things that don't have loot. Why fight something when you don't get any experience points? Ask yourself, how often do heroes in adventure novels and movies, do it for the money? Han Solo started out trying to do it that way, but changed his mind. In Glen Cook's [I][B]The Black Company[/B][/I] the characters are mercenaries, but in the end they do things for reasons other than money. [B]The Mandalorian [/B]is a mercenary, but finds a different calling in Baby Yoda. And so on. As an aside: why award XP for mere treasure? Given the chanciness of whether a monster or group will have treasure, doesn’t it become something of a lottery? [HEADING=2][SIZE=5][B]XP for Kills[/B][/SIZE][/HEADING] What about [B]XP for kills[/B]? Just like the XP for Treasure above, this motivates adventurers toward a different goal: fighting everything. Their goal is to kill things, not to defeat evil or any other lofty goal. So once again you’ve steered the players that in my opinion is a wrong direction (see "[URL='https://www.enworld.org/threads/worlds-of-design-chaotic-neutral-is-the-worst.667279/']Chaotic Neutral is the Worst[/URL]"). Video gamers are accustomed to fighting everything in most AAA list games. So this method may feel comfortable to them. If you don’t get XP for kills, then you can try for strategems and sneakiness that don’t necessarily kill the “enemy” but achieve your goals in other ways. That provides more variety. A combination of these two methods steers players away from the worst excesses, but is still not particularly heroic. [HEADING=2][B]XP for Missions[/B][/HEADING] What about the third alternative, [B]XP for completing missions[/B], or perhaps for just [B]playing well[/B] in general? This is the way I do it. I once wrote a computer program that considered the levels of the characters and how many points each needed to rise a level, and awarded XP accordingly. But you don't need to be that complicated; just give the characters each a particular amount of experience. Clearly there are going to be people in any adventuring party who are much more important to the success of the party, either because of the character’s capabilities or because of the player’s capabilities, and you can differentiate that (giving each player/character a grade, in effect). Or you can simply give the same amount of experience to each character. What does this do for the game? It means people play to be successful adventurers, not money grubbers, not killers, [B]adventurers[/B]. Isn’t the game about adventure, not about treasure hunting or killing? If you have a campaign where there are clear ultimate goals—defeating evil is the obvious one—then that's what they'll try to do. [HEADING=2][B]Which to Use?[/B][/HEADING] A lot depends on how you decide to award experience, whether you’re the GM or you’re the game designer. It's important to realize the consequences of these incentives because when players end up playing greedy murder-hobos, it's often at least partially due to the way the game rewards play. Does XP method affect willingness to cooperate? If each individual is singled out, if each one gets XP according to what treasure they lay hands on, or what creatures they kill, cooperation can suffer badly. Which, in my opinion, destroys the point of RPGs: [B]cooperation[/B]. [B]Your Turn: How do you award experience to player characters? [/B] [/QUOTE]
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