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*Dungeons & Dragons
XP tracking vs. story progresion leveling, an observation
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<blockquote data-quote="iserith" data-source="post: 6948752" data-attributes="member: 97077"><p>I'm an advocate of using whatever advancement system speaks to the priorities of the play experience. In my current campaign, The Delve, it's a town-to-dungeon play experience that I wanted to have an "old school" feel (without any of the pitfalls) so we use the standard XP model, with some extra opportunity to earn bonus XP. If your character dies, you're back to the beginning with a 1st-level character. After 10 sessions, the highest level characters are 4th level, bordering on 5th level, but we have probably 20+ characters total on the roster, varying from 1st to 4th level.</p><p></p><p>When I run my Evil Dead themed <em>Curse of Strahd</em> game, I think I will use quest-based advancement - complete the requisite number of quests and you gain a level. I haven't quite worked it out yet, but I think it will work and still preserve that sense of advancement while keeping players focused. It should also help with a common concern about CoS, which is players wandering into areas where the threats are too deadly for them. It's unlikely they will do that if they have unfinished quests that are preventing them from leveling up.</p><p></p><p>Straight milestone advancement isn't my favorite, but that could largely be because I'm not running the storyline adventures much. I greatly prefer adventure locations to unfolding plots the players are expected to follow.</p></blockquote><p></p>
[QUOTE="iserith, post: 6948752, member: 97077"] I'm an advocate of using whatever advancement system speaks to the priorities of the play experience. In my current campaign, The Delve, it's a town-to-dungeon play experience that I wanted to have an "old school" feel (without any of the pitfalls) so we use the standard XP model, with some extra opportunity to earn bonus XP. If your character dies, you're back to the beginning with a 1st-level character. After 10 sessions, the highest level characters are 4th level, bordering on 5th level, but we have probably 20+ characters total on the roster, varying from 1st to 4th level. When I run my Evil Dead themed [I]Curse of Strahd[/I] game, I think I will use quest-based advancement - complete the requisite number of quests and you gain a level. I haven't quite worked it out yet, but I think it will work and still preserve that sense of advancement while keeping players focused. It should also help with a common concern about CoS, which is players wandering into areas where the threats are too deadly for them. It's unlikely they will do that if they have unfinished quests that are preventing them from leveling up. Straight milestone advancement isn't my favorite, but that could largely be because I'm not running the storyline adventures much. I greatly prefer adventure locations to unfolding plots the players are expected to follow. [/QUOTE]
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XP tracking vs. story progresion leveling, an observation
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