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Worlds of Design: The Benefit of Experience
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<blockquote data-quote="pemerton" data-source="post: 8130368" data-attributes="member: 42582"><p>What system are you discussing?</p><p></p><p>In Apocalypse World, here are the ways of earning experience (p 179):</p><p></p><p style="margin-left: 20px">A player marks experience when:</p> <p style="margin-left: 20px">• She rolls a highlighted stat.</p> <p style="margin-left: 20px">• Her Hx with someone resets from Hx+4 to Hx+1 or from Hx-4 to Hx-1.</p> <p style="margin-left: 20px">• A move tells her to. One of her own, someone else’s, or a custom move.</p><p></p><p>"Hx" is the "relationship" stat between PCs - it can change at the end of each session.</p><p></p><p>Each PC has two "highlighted stats" (out of the five of Cool, Hard, Hot, Sharp and Weird). These are determined initially as part of PC gen, and can change up to once per session.</p><p></p><p>The most common move that allows marking experience is <strong>seduce or manipulate</strong>:</p><p></p><p style="margin-left: 20px">When you <strong><em>try to seduce or manipulate someone</em></strong>, tell them what you want and roll+hot.</p> <p style="margin-left: 20px">For PCs: on a 10+, both. On a 7–9, choose 1:</p> <p style="margin-left: 20px">• if they do it, they mark experience</p> <p style="margin-left: 20px">• if they refuse, it’s acting under fire</p> <p style="margin-left: 20px">What they do then is up to them.</p><p></p><p>"Acting under fire" is a mechanical state of affairs - it requires a check which, depending on the degree of success or failure, gives the GM licence to introduce additional adverse complications into the situation.</p><p></p><p>Here's Dungeon World on accruing XP (pp 30, 32, 78):</p><p></p><p style="margin-left: 20px">As you play Dungeon World, you’ll be doing three things most of all: exploring, fighting dangerous foes, and gathering treasure. For each of these things you’ll be rewarded XP at the end of the session. Acting according to your alignment and fulfilling the conditions of your alignment moves will grant you XP at the end of each session as well. If you resolve a bond and create a new one, you’ll gain XP, too. Any time you roll a 6- you get XP right away.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Some moves may also tell you to “mark XP,” which means add one XP to your total. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Each bond is a simple statement that relates your character to another player character. . . . At the end of each session you may resolve one bond. . . . A bond is resolved when it no longer describes how you relate to that person.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Resolution of a bond depends on both you and the player of the character you share the bond with: you suggest that the bond has been resolved and, if they agree, it is. When you resolve a bond, you get to mark XP. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Once bonds have been updated look at your alignment. If you fulfilled that alignment at least once this session, mark XP. Then answer these three questions as a group:</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">• Did we learn something new and important about the world?</p> <p style="margin-left: 20px">• Did we overcome a notable monster or enemy?</p> <p style="margin-left: 20px">• Did we loot a memorable treasure?</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">For each “yes” answer everyone marks XP.</p><p></p><p>In both Apocalypse World and Dungeon World, a result of 6- means that the player didn't get what s/he wanted for his her PC: the GM "get<s> to make a move . . . as hard and direct a move as you like" (AW p 190); "6 or lower is trouble . . . Most moves won’t say what happens on a 6-, that’s up to the GM" (DW p 19).</p><p></p><p>There's no particular correlation between rolling 6- and "achieving the least" or "I failed the most". These systems aren't variants on AD&D or RuneQuest.</p><p></p><p>But they're not variants on 4e either. Experience is a genuine reward in these games, and the promise of it serves as motivation - in particular to engage the action resolution framework, and to engage with relationships with other PCs. In DW it also motivates the more exploratory elements of play.</p><p></p><p>It's more than just a pacing mechanism.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8130368, member: 42582"] What system are you discussing? In Apocalypse World, here are the ways of earning experience (p 179): [INDENT]A player marks experience when:[/INDENT] [INDENT]• She rolls a highlighted stat.[/INDENT] [INDENT]• Her Hx with someone resets from Hx+4 to Hx+1 or from Hx-4 to Hx-1.[/INDENT] [INDENT]• A move tells her to. One of her own, someone else’s, or a custom move.[/INDENT] "Hx" is the "relationship" stat between PCs - it can change at the end of each session. Each PC has two "highlighted stats" (out of the five of Cool, Hard, Hot, Sharp and Weird). These are determined initially as part of PC gen, and can change up to once per session. The most common move that allows marking experience is [B]seduce or manipulate[/B]: [INDENT]When you [B][I]try to seduce or manipulate someone[/I][/B], tell them what you want and roll+hot.[/INDENT] [INDENT]For PCs: on a 10+, both. On a 7–9, choose 1:[/INDENT] [INDENT]• if they do it, they mark experience[/INDENT] [INDENT]• if they refuse, it’s acting under fire[/INDENT] [INDENT]What they do then is up to them.[/INDENT] "Acting under fire" is a mechanical state of affairs - it requires a check which, depending on the degree of success or failure, gives the GM licence to introduce additional adverse complications into the situation. Here's Dungeon World on accruing XP (pp 30, 32, 78): [INDENT]As you play Dungeon World, you’ll be doing three things most of all: exploring, fighting dangerous foes, and gathering treasure. For each of these things you’ll be rewarded XP at the end of the session. Acting according to your alignment and fulfilling the conditions of your alignment moves will grant you XP at the end of each session as well. If you resolve a bond and create a new one, you’ll gain XP, too. Any time you roll a 6- you get XP right away.[/INDENT] [INDENT][/INDENT] [INDENT]Some moves may also tell you to “mark XP,” which means add one XP to your total. . . .[/INDENT] [INDENT][/INDENT] [INDENT]Each bond is a simple statement that relates your character to another player character. . . . At the end of each session you may resolve one bond. . . . A bond is resolved when it no longer describes how you relate to that person.[/INDENT] [INDENT][/INDENT] [INDENT]Resolution of a bond depends on both you and the player of the character you share the bond with: you suggest that the bond has been resolved and, if they agree, it is. When you resolve a bond, you get to mark XP. . . .[/INDENT] [INDENT][/INDENT] [INDENT]Once bonds have been updated look at your alignment. If you fulfilled that alignment at least once this session, mark XP. Then answer these three questions as a group:[/INDENT] [INDENT][/INDENT] [INDENT]• Did we learn something new and important about the world?[/INDENT] [INDENT]• Did we overcome a notable monster or enemy?[/INDENT] [INDENT]• Did we loot a memorable treasure?[/INDENT] [INDENT][/INDENT] [INDENT]For each “yes” answer everyone marks XP.[/INDENT] In both Apocalypse World and Dungeon World, a result of 6- means that the player didn't get what s/he wanted for his her PC: the GM "get<s> to make a move . . . as hard and direct a move as you like" (AW p 190); "6 or lower is trouble . . . Most moves won’t say what happens on a 6-, that’s up to the GM" (DW p 19). There's no particular correlation between rolling 6- and "achieving the least" or "I failed the most". These systems aren't variants on AD&D or RuneQuest. But they're not variants on 4e either. Experience is a genuine reward in these games, and the promise of it serves as motivation - in particular to engage the action resolution framework, and to engage with relationships with other PCs. In DW it also motivates the more exploratory elements of play. It's more than just a pacing mechanism. [/QUOTE]
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