Experience and Advancement in Role-Playing Games
In many ways, what makes a role-playing game is the ability of our “counters” to grow and change as the game progresses. Most games include character improvement as part of the game rules, but games differ in how these rewards are acquired, what behaviors they encourage, and what parts of the character they affect.
Most role-playing games provide for the acquisition of some form of tokens or points which can be translated into character improvement. Depending on how these points are awarded, improvement can become a game within the game.
Over the next four weeks, I’ll be surveying experience awards and character advancement in role-playing games, covering some of the more common games as well as a few moderately obscure games.
- Rewards and improvement in Dungeons & Dragons
- Experience in generic role-playing games
- Experience in world-based role-playing games
- Experience in thematic role-playing games
- Facets of character improvement rules
I’ve been haunting eBay over the past few months to acquire some of the important ones that I’ve lost over the years, or that were owned by friends who no longer have them or who I’m no longer in touch with.
Going over these old games has been a trip. I’ve really enjoyed looking over some of the old artwork. Everybody who wrote a game back then tried to put art on it no matter how bad. One of the best covers, though, was from Game Designers’ Workshop. Rather than use bad artwork, they went for a text-only cover for Traveller. I remember it really standing out in the game store and on our dorm floors.
This is Free Trader Beowulf,
calling anyone…
Mayday, Mayday… we are under
attack… main drive is gone…
turret number one not responding…
Mayday… losing cabin pressure
fast… calling anyone… please help…
This is Free Trader Beowulf…
Mayday…
Traveller
Science-Fiction Adventure in
the Far Future
It was simple, stark, and evocative, the White Album of role-playing games.
I think the coolest dedication was Steve Perrin’s and Ray Turney’s in RuneQuest:
This book is dedicated to Dave Arneson and Gary Gygax, who first opened Pandora’s box, and to Ken St. Andre, who found it could be opened again.
That box has been opened many times since then. It appears to have several false bottoms.
The cat who became an ornithologist
I was at the comic-con, attending one of the Comic Arts Conference sessions, and for some reason I no longer recall began thinking about character advancement and improvement in role-playing games. How many forms of it exist? How has it changed since D&D?
I’ve played several games over the years and own even more. I figured I could do a nice short survey of character improvement. That expanded into this five-part series that included my haunting eBay and Noble Knight Games for important games which I felt had to be included.
Even though I’m playing again on a somewhat regular basis, I’m certainly not playing as often as we did in college. Whenever I take on a task like this survey, or maintaining a food site, or writing a role-playing game, I find myself thinking of Brother Francis in A Canticle for Leibowitz. That my interest in studying these things is “like that of the fabled cat who studied ornithology” when forbidden to eat birds. Well, there you have it, but it was fun to research this and write it. Hopefully, I’ll be gaming tonight.
- RPG History
- “A fairly complete, mostly accurate and only slightly biased exposition of the hobby’s turbulent existence, from its origins to the modern day. Serialised in five parts.”
- An Encyclopedia of Role-Playing Games
- “This is an alphabetical-by-title encyclopedia of all printed tabletop (i.e. non-computer) role-playing games. Each entry includes author, publication date, and company for each edition of the game, along with a capsule description.”
- A Canticle for Leibowitz
- “Canticle” is unquestionably the best story of mankind’s demise since revelation itself. Miller traverses a thousand years beyond the apocalypse, the “Flame Deluge”, as seen through the eyes of a small order of monks in the southwest desert of the United States.
- Comic Arts Conference
- ”The conference is designed to bring together comics scholars, practitioners, critics, and historians who want to be involved in the dynamic process of evolving an aesthetic and a criticism of the comics art form.”
- Noble Knight Games
- “Noble Knight specializes in providing new and out-of-print role playing games, board games, war games, miniatures, dungeons and dragons products, and all things game related.”
- Indie Press Revolution
- “Home to high-quality independent press games and accessories. All of our items are creator-owned and screened for quality. We offer the best of the indie press.”
More Best of Biblyon
- Secular Humanist Pantheon
- The Secular Humanist cult, while often oppressed, attracts intelligent, creative worshippers who subscribe to a rich and storied mythology. It will make a great addition to your role-playing game alongside more commonly-role-played mythologies such as Christianity, Buddhism, and Bokonism.
- Why do we need open source games?
- If game rules cannot be copyrighted, and if compatible supplements require no permission, what is the point of an open content game book? Over the next three installments, I’ll look at how open content licenses can make for better gaming.
- Are my dice random?
- My d20 appears to have been rolling a lot of ones, a disaster if I were playing D&D but a boon for Gods & Monsters. Is my die really random, or is it skewed towards a particular result? Use the ‘R’ open source statistics tool to find out.
- Spotlight on: Evil
- No one considers themselves Evil. So how does the Evil moral code relate to the game of Gods & Monsters? How and why do Evil non-player characters act?
- Populating England
- Use the history of England as an example of how to steal ideas from real history for your game world.
More gaming history
- Was table-top gaming inevitable?
- Gods & Monsters rolls an 18 for age today, pioneer game writer Greg Stafford died two weeks ago, and stories about the early days of gaming has me wondering, was the discovery of table-top gaming a perfect storm, or was it inevitable?
- Gary Gygax’s game
- Links around the net to people talking about Gygax.
- Poisoning the Magic Well: RPG Distribution
- Ron Edwards writes a short history of RPG distribution that’s fairly accurate to my recollection.
- The deep history of roleplaying
- Rob MacDougall talks about roleplaying before roleplaying.
- Experience in thematic role-playing games
- Thematic games combine a love of rules with a love of setting. In these metagames, the rules are the setting, and the setting is the rules. Further, acknowledging the rules makes it easier to remove them. Such games are usually acutely aware that character advancement is a reward encouraging the actions that incur the reward and which move the game towards a specific conclusion.
- Five more pages with the topic gaming history, and other related pages
More reward systems
- Level drain in Gods & Monsters
- Why no level drain? Because levels are a reward; taking them away is a punishment.
- Reward system discussions elsewhere
- Looks like reward systems are in the air now, with discussions popping up around the net.
More rewards and experience
- Rewards and improvement in Dungeons & Dragons
- Kill monsters. Take their stuff. How has character improvement in D&D changed over the years? This article in the RPG experience series looks at changes in experience point acquisition from early D&D through later versions of the game and later games by the authors.
- Experience in Generic Role-playing Games
- After D&D, it seemed as though anyone could write up game rules and publish them—and many did. From Tunnels & Trolls through GURPS, how did these games deal with experience and character advancement?
- Experience in world-based role-playing games
- In the eighties and through the nineties, people started writing games where the world was more important than the rules. In theory, this should make for a different kind of character advancement as well.
- Experience in thematic role-playing games
- Thematic games combine a love of rules with a love of setting. In these metagames, the rules are the setting, and the setting is the rules. Further, acknowledging the rules makes it easier to remove them. Such games are usually acutely aware that character advancement is a reward encouraging the actions that incur the reward and which move the game towards a specific conclusion.
- Reward system discussions elsewhere
- Looks like reward systems are in the air now, with discussions popping up around the net.
- Two more pages with the topic rewards and experience, and other related pages