Sometimes XP is sometimes framed as an amalgam of:
- Reward
for doing something (get XP for Treasure/Killing/RP/Attendance)
- Catalyst
for character growth (you level up when you get enough XP)
- Objective
of the game (levelling up is "the point" and you do that via
XP)
If you tie all three together you're moving into a real
hot-zone of incentives, an understandably contentious topic. Relax, I'm
not here to write about Skinner Boxes, Grinding, and Degenerate
Strategies.
In short, my feeling is that rewarding players with character improvement in return for achieving goals in a specific way impedes some of the key strengths of TTRPGs for little or no benefit in return.
When I come across something that's widespread, but doesn't
appeal to me, I try to dig down into the core of it, because there's always something
there. I don't have to like it, but it can be useful to understand it.
I think those three points above come down to questions the
players are thinking when they play the game, or maybe even hypothetical questions
that arise before anything hits the table.
Above I listed them in the order they generally occur (get
XP, level up, reach high level) but when I sit down to play a new game I'm
usually thinking in the other direction.
Something like this:
Objective
Okay, what's the point of this game?
Hey I'm not being rude here. I know we're here to have fun,
and we organised this game weeks ago, but I mean what's the objective?
To get as much treasure as possible out of the dungeon
without dying? Great, I'm in.
We're knights hoping to rise up through the ranks by doing
knightly things? Cool.
The demon-queen must be stopped? I don't see how we're doing
that as a bunch of rat catchers but sure I'm up for a challenge.
Catalyst
Count me in for a 6 week campaign, sounds great.
So what's going to change over the length of this campaign?
Will my character get more powerful between sessions? Or in
session?
Level up between each session sounds good to me.
Oh, you want to do a time-skip after session 3? Sounds neat.
We just rebuild the character at Level 6 after that?
Traveller-style sounds fun. It's more about earning money to
open up options that weren't viable for us before, right? Can I buy a space
halberd somewhere?
Reward
So I know we're trying to kill the Demon Queen, and I know
that will be easier when we've amassed power through either money or influence,
but every place we've been has just been a pit of horrible monsters and nothing
of value.
Sure, we're scraping some coins together, and we're doing
that time-skip later which means we'll be in a better position, but I feel like
there's just not enough reason to justify going down into another horrible
demon pit right now.
Ohh, we've heard that the Demon Queen's true name is in the
Gristletome buried underneath Bonehenge? That'll be tough to get, but let's put
together a plan.
Travelling Demonhunters are up for hire? We don't have the
money, but if we can get the local Bishop on board they'll press them into
helping us? Ugh, the Bishop is going to send us on some deathtrap errand in
return, right?
Wait, this is just hooks, isn't it? Shouldn't we be talking
about getting little tokens or something here?
Hang on, where's the rulebook?
Mechanics, or lack of
A purist might look at those queries and see that they're
all being resolved without the use of in-game mechanics, but instead through GM
advice and setting player expectations. Just old fashioned communication.
Author to GM, GM to players.
If you're finding yourself dissatisfied with how incentive
systems are working in your game, I'd recommend considering the
alternatives.
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