My XP System [Archive] - Wizards Community

Post/Author/DateTimePost
Great Cthulhu

06-14-05, 11:58 PM
This idea might be in Unearthed Arcana, but I don't have the book.
In my new campaign, story plays and important part. To make sure that the entire story is unfolded for the players, I've created an XP system that is:
75% Quest Based
25% Railroading

To explain better, there are a certain amount of quests for each level. Once every quest for each level is completed, the PCs level up and gain a new quest set. There are a maximum of 5 quests per level, and each quest reveals part of the story. However, the PCs get to pick in what order they do each quest. This affects the storyline slightly with each decision. There are also side quests that can be done at any level, but might overpower low-level PCs or be too easy for high-level PCs.

I just want to know if everyone thinks this is a good idea, or if it is stupid. (Or somewhere in between.) :D
Great Cthulhu

06-16-05, 09:27 AM
:bump:
Arcade

06-16-05, 12:00 PM
Very MUD/Computer gamish. This works fine if it is necessary for the players to do all of these quests in the course of their adventures. But some players may go- geez, I don't want to hunt the black dragon in the swamp. Let someone else take care of it.

I think it's a question of how you are defining it. Story based XP is great. You may want to say " the characters will gain a level for every 5 adventures/quests they complete." The fact that you offer 5 new quests every time they gain a level is more of a campaign issue and not a statement on your XP system.

I am not sure what railroading XP is so can't comment on that.
Ellanon

06-16-05, 12:35 PM
The video game Knights of the Old Republic is a perfect example of railroading, as I understand it to be. No matter what decision the players make, they get 'railroaded' down a specific path.

In regards to your campaign setup, for the last ten years I have had a core group that delights in going to opposite direction from what I propose.

DM: You are stuck between a rock, and a hard place. What do you do?
PC1: I go down.
PC2: I go up.
PC3: I relax in my new-found solitude.

I hope you are prepared for your group to go and do something you have not planned for.
Vercingetorix

06-16-05, 01:59 PM
How would you deal with spells with XP components, or item creation?The video game Knights of the Old Republic is a perfect example of railroading...Railroading? Gosh, no! You get to choose between the Light Side and the Dark Side. How much more choice do you want?
Ellanon

06-17-05, 03:31 AM
Railroading? Gosh, no! You get to choose between the Light Side and the Dark Side. How much more choice do you want?
For Star Wars, I guess there is little else. =)
Great Cthulhu

06-17-05, 09:03 PM
I've playtested this method now, and I did find something unexpected.
As it would turn out, half of my PCs wanted to take one quest, and the other half wanted to do another. -Groan-
I've decided to scrap this XP idea. It is a bit too complicated.
Paul Hopebringer

06-18-05, 02:23 AM
Hey, don't give up to quickly... Maybe you could just track these things separatly. Have your quests marked somewhere, handle xp normally... and when five quests are up, there you go. I would say that would warrent some cooperation and focus on a specific goal... while allowing for the occasional (or not...) stray course of action... as pc's do and should be encouraged to do

What sort of Sicko DM wants to railroad there PC's, anyway? Most of the fun of being a DM comes from the PCs going off and making you dig deeper into your creative mind... ...the hard way...with your bare hands... :eek:

All right... I can see why you would be tempted. Anyway, why can't your players do both? Just have them vote, or you could nudge them on the quest you're prepared for with some sort of rabid creature bent on eating them that just so happens to be chasing them in the direction you want them to go, or an experation date on the reward (i.e. the person needs a cure fast, or he's going to die.) I do think "five" is a little... well, I'd rather have some sort of "loose but not 'five' " system going on for that. I'd rate the quests... say on a 3 or 5 point scale... and when they complete enough quests to get up to 10, they level up that way.
Great Cthulhu

06-28-05, 02:50 PM
I've altered this idea a bit. ( BTW, all of those who thought that this was slightly based on video games, you were right.)
I played Final Fantasy XI, and in that game, you can form parties and such. It kinda reminded me of D&D. Anydangway, in FFXI, you can take any quest in the game, but whether you complete it, its up to you. Also, you can take on very hard quests at like level 1, but you get killed quickly. So, I'm thinking that they can have a whole list of quests that they can do in any order regardless of level. I'll work in the storyline depending on what quests they choose.
srkingdavy

06-28-05, 03:01 PM
having "lists of quests" is a poor representation of real RPGs that CRPGs use. If you start out every session by handing the players a list of quests, it's gonna feel like they're playing a video game, which in my not-so-humble opinion is a step backwards.

I usually present the party with "hey guys here's the plot hook lol" and they can either take it or do something completely different. (Some of the best sessions ever were when they completely ignored the plot hook, so I don't get too upset when they do :rolleyes: )

in computer games, if you take quests, you can usually get away with not doing them. In real life (and in tabletop RPGs), there's usually repercussions for not following through on your promises...

in short: don't spoon-feed or railroad the players, that's bad, mmkay?