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Trigger your “level up” by giving burial rites to the dead. I also love the unlocked mentors in Dark Souls and I feel it would add life to dungeons if the players found another adventurer (or greater power) willing to train them during a day of respite from the horrors beyond the next door.įinally, I have a “level up” mechanic that embodies a more somber tone. Mentors can also offer a reward for exploration and socializing! I love the idea of discovering the tavern owner you befriended is a retired warrior and he trusts you with his sacred way of the dark moon strike. Contrast can be created by only requiring the mentor to be visited for training at any point in the XP movement from lvl 2 to lvl 3. Mentors could act much like the safe haven if they require the player to attain XP before weeks of training. “Monographien zur deutschen Kulturgeschichte, herausgegeben von G. I think you can also combine the spirit of safe havens and narrative engagement by encouraging the use of a mentor for progression. I would leave some blank spaces for the imagination of the table. The fighter could have something as simple as, “Impress the local noble with your prowess and become a sworn Thane, with all the requisite privileges” or “Spend 10,000 gold and begin 6 months of construction on your new stronghold.” These don’t exist to streamline or condense the player options, rather they open the possibility space by making the player aware of how they can impact the world. Each one is associated with non-XP costs. For example I might include a list of abilities and rewards in the class description. This allows them to achieve some “level up” experiences by directly engaging in the narrative context of your roleplaying game. You can make your system less dissonant by ensuring there is room to explain the abilities attained in a “level up”.Īnother option is to push some of the characters’ progression into economic and social sinks rather than strictly adhering to XP. This suggests that a good leveling system crafts its rewards around the circumstances in which they are given. ICRPG eschews the possibility with its progression system because it relies on LOOT! It always* makes sense to get some LOOT even though it doesn’t always make sense that you suddenly gained the ability to see in the dark. I like having this duration to spin tales of downtime activity, sprucing up the story of the character as they achieve some new skill. Safe havens usually signify the end to a journey and imply that the characters have the option of spending time here, possibly stretching out their “level up” over a period of days or weeks. I have seen the safe haven trigger in adaptations of Lord of The Rings and I think it works a bit better than a generic sleep trigger. So what are some ways we can design a less dissonant “level up” in our TTRPGs? If instead the game pushed me to sleep, particularly in a tavern, before leveling up, I would find myself encouraged to occupy a more realistic niche in the world. It makes me think of the world as a construct made of 1s and 0s. This tactic does make me feel smart, but it doesn’t make me think about the game as a real world I can inhabit. Frequently in Skyrim I find myself eschewing a level up in order to bank what is essentially the strongest early game single use potion. Giving the player the choice to trigger a “level up” whenever they want has some weird repercussions because when you level up, you also regain all your health, stamina, and magicka. Skyrim dumped the Oblivion mechanic that triggered leveling up when the player went to sleep! While I think the opinions on the podcast were a bit rough around the edges, they did get me to accept an obvious criticism. The vast majority of my Elder Scrolls experience is in Skyrim with short forays into Oblivion and Morrowind and mere glimpses of Arena and Daggerfall.
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It probably has something to do with my recent purchase of Skyrim on console. According to the whims of the YouTube algorithm, I listened to “Skyrim vs Oblivion | The Elder Scrolls Podcast #56”.