From phbongo@telepost.noMon Jun 9 12:27:40 1997 Date: Mon, 23 Dec 1996 18:00:03 -0500 From: Per Henrik BongoReply to: rolemaster@tower.clark.net To: Multiple recipients of list Subject: Re: Alt. EXP systems?
The way I handle experience, I've gone away from the idea that any experience gives Experience. (Probably not what you were looking for)
When a new character is created, I sit down with the player and ask him what motivates the PC, and what the player wishes to achieve with this particular character. We write down some short-term goals and some long-term ones, and the player tries to formulate the PCs life goal as a concrete achievement. (Making it a list of about 6-10 items) Afterwards in private, I (the GM) will go through the list, arranging them in degrees of difficulty. Finally I assign a level to the goal. The level is chosen so that fulfilling the goal would pose a fitting challenge for the character when he is at that level. (Taking into account that he will probably have some help).
Now, the rule is this: Whenever the character achieves a goal on the list, he *automatically* advances a level - but he cannot exceed the level that is assigned to a goal before he has achieved it. If a level hasn't a goal assigned to it, it must be reached the normal way.
Examples:
Hannabarr the dwarf, Animist Lvl Goal 2 Earn his name as a member of the Yrm tribe 3 Make a self-sustained pool with fish, algae and so on without the use of magic (animists test of skill) 6 Find a spouse of the dwarven tribe Genn'aze 11 Animists' master test: Summon the rare holy white rodent 12 Clean the name of the Yrm (by finding the *real* father of his great-great grandmother) 14 *Marry* his chosen bride 20 Create a completely air-tight, self-sustained underground chamber with plants, water and small animals (Lord test) Ekko, cultist of RR'rrhr (Monk) Lvl Goal 1 Being deemed worthy to serve great RR'rrhr 4 Bringing a worthy sacrifice to great RR'rrhr 5 Bringing an even worthier sacrifice to great RR'rrhr 8 Infiltrate the cult of the infidels who worship Hrr'H'R 10 Standing up to and beating a bear unarmed, no matter what that Matt guy says ;) (New goal, developed during play:) 11 Overcoming his suddenly developed fear of furry animals.
This rule is meant to motivate players to do something on their own volition (is that the right word?) instead of just trundling along on every adventure oppurtunity. It leads to more interaction between characters ("I say, let's storm the castle of my evil uncle" "No, I think we should work to get me elected guild-leader" etc.). And if properly planned, it gives every player the lead role in turns, as his/her character stands in line to advance a level.