Friday, January 6, 2017

Why I'm Not Using XP for Dragon Age

Page 32 of the Dragon Age core rulebook

One of the first things I noticed when reading the core rulebook was the passage above, which made it clear that there were two, equally acceptable ways of advancing characters during play.  The first one presented was the lesser-seen option (at least in many other games) of simply awarding a new level after major events have occurred and enough obstacles have been overcome.  This method relies largely on the GM to be aware of how much has happened and when everyone is ready for new abilities.  It also requires a trust in the GM that not all groups have.

The second option written about was the standard way of awarding experience points, to be tracked per character, based on obstacles faced and the difficulty PCs had in overcome those obstacles.  I am well acquainted with XP points after many years of playing other systems, notably D&D, where XP can pile up quickly.  I am also duly fatigued and unimpressed with this mechanic, and have seen it increasingly as a sacred cow and a throwback that is far less necessary than many people believe.  

This is not to say that anyone is wrong for using them or liking them.  There are players who are genuinely jazzed to receive points at the end of encounters, as one more sign of what their character has gained.  There are groups that have reasons to put less trust in their GM's discretion regarding leveling, and there are GMs who certainly appreciate the guidance that XP provides.  There are folks who want to keep that old-school vibe going, as well, and that nostalgia can be a major reason why they show up to the table.  It can be quite important.

But the arguments for clinging to XP break down in a number of ways once they're examined, not just closely but with an eye toward more modern gameplaying.  First and foremost, in systems like Dragon Age XP does not act as a currency.  You do not buy abilities or anything else with it; it simply piles up until you reach the next threshold.  Thus, you can measure advancement in others ways without the number-crunching and be just fine.  The numbers don't have the sheer substance that they do in point-buy games.

For group play, XP can often complicate matters because characters are likely to advance at different rates.  If someone can't make it for a session or if a character can't make it into the fray, the character won't gain anything while the others gain points toward the next level.  The more this happens, the more behind they will be.  And if the GM decides to award the whole party the same amount of experience regardless of participation, then the reward factor per person is likely to diminish.  It can seem less satisfying if everyone is getting the same amount no matter what.

Some will say that XP allows GMs to reward players who participate more with a special bonus, thus encouraging healthy competition and role immersion.  XP is an incentive to roleplay and take risks.  That may be needed for some players, but each GM needs to consider who they are running for.  I have not run for anyone who needed such incentives for over a decade.  If you show up at my table, you know what you're there for - and you want to be there to be a character, explore a world, and do stuff.  If you don't want to actually get involved, you won't last long in my games.  That is just the stone cold truth, and honesty is necessary here.

Likewise, some cling to XP as a mechanical sign that the players have made choices that really matter and have real results.  I can definitely see this point of view; roleplaying games should generally translate in-game concepts into out-of-game mechanics.  That's part of what they do for us.  The video games had XP so you could see how close you were to your next round of character upgrades.  The computer kept track of every piece of XP for each character, but characters tended to level within a few encounters of each other, so it all worked out behind the scenes.  

But do GMs really have to spend time doing the same work as the computer in this case?  If a game is run as a complete experience, then there will be many signs that players have changed the scenario.  NPCs will act differently.  Nobles might rise or fall because of the PC's interference.  If Dragon Age has shown us anything, it is that the tide of historical events can be shifted by a group's dogged efforts.  Likewise, there will be many other rewards, from gear to followers to titles.  The core rulebook supports a wide variety of results that will be far more directly useful during play than XP points.  

In a system in which XP is not an actively used to build up a character on a point-by-point basis, it loses a lot of luster.  Retaining the mechanic can satisfy the habits that many of us have obtained after years in other systems, and can help many groups, but might not be doing as much as you believe for the actual feel and flow of your game.  If the GM can be trusted to run fair scenarios, then the GM can likely be trusted to gain an idea of when the characters are ready to advance.  If the group communicates well and openly, the worry of going too fast or slow can be mitigated, if not eliminated outright.  And if you've never thought about it much, perhaps now is a good time to start.

One of my core precepts as a gamer and designer is that sacred cows aren't sacred to me.  I have found that it is worth examining underlying assumptions we take for granted in our games, whether they are older or newer.  It is worth questioning value judgments we have made years ago or simply gone along with because some things do change.  It can open up our styles to experiment, and in this case, the core rulebook presents the option to do so.  I got rid of XP in D&D some years ago without considerable trouble, and it saved time that became increasingly precious as my life became more hectic.  Nate has told me he is fine if we never use it again in any system (except ones like WoD, where you spend the points).  

As our DA game progresses, you will not hear about XP awards and now you know why.  If you have experimented with leaving XP behind, or if you have other thoughts to share, feel free to comment.  I am by no means telling anyone how to play or feel, but I am inviting folks to examine the issue and their first reactions objectively, to experiment if their groups agree, and to take nothing for granted as necessary to their experience of gameplay.  If you, like me, are struggling to find time and energy to partake in your favorite hobby, you owe it to yourself to look at all ways you spend your time and energy, and to be honest about how much it is worth it to keep up that running tally on a character sheet that will change numbers but do little else.

2 comments:

  1. I have tried both systems in my Games at different times. At one point I had my Adventures so bulked out it got insane to run even a single evenings play. Every Encounter I had a grid of graph paper marked with every players name and all the Skills they had so that any time they used one I could make a mark to see where they were going with their potential. I would tally everything up at the end of an evening and advance it to the next section of Gameplay and continue. It worked very well for my Group until one of them happened to notice what I was doing.

    Then I began to see Players expressly finding ways to shoehorn a certain Skill or Ability in to a Session that really had no proper reason to be there. It was not long before I had to alter the entire system to keep them from abusing it (I did punish those that obviously transgressed of course, but it was disheartening to have it happen). That method worked for almost a year and while it was intense for me to deal with I did like it.

    Now, I use a combination of both systems very loosely. Traditional Experience points are awarded for Landmark Achievements Only. Killing a group of Orcs, while useful, is not getting you any Points. Liberating the Town of the Orc menace after much time and effort? That gets you a sum of Exp. During the Adventure if a Character finds a way to use an Ability in a unique and interesting way that merits an improvement I will take note of it and if I see a trend in that manner it may result in a Skill Advancement rather than an Exp reward.

    In this way my Players tend not to level very quickly in the traditional sense but they often end up with Skills and Abilities that outstrip the usual confines of what their actual Level indicates they should have. It has worked very well for my groups, though I will admit that explaining it to a New Player is tough..

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  2. I always liked Basic RolePlaying's approach of making a tally mark next to a skill when you use it and fail (or was it succeed? I'd use the former), and then at the end of the session you'd roll to see if the skill rating increased. Like you, I don't have players that would abuse that mechanic, so it's not an issue for me.

    With Dragon Age, though, I'd be fine leveling up the PCs at certain parts of the adventure, and I don't think my players would take issue with that. With D&D, though, and its focus on monster-fighting and treasure-taking, I stick with the points system.

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