Tuesday, June 28, 2016

ABS12 Experience System Changes

All the changes from this page will be added to the complete master game page at A Basic System 12 (ABS12).

When I set the first version of exp points, kills and skills were the focus of my initial framework. I haven't used that system yet in my test plays. And I don't think that I want to.

I will change the experience point system to something else. Something based on scenes, acts, and story rewards. Rather than worrying about kills and skills, I will focus more on scene goals, staying true to the character, and facing conflict. In addition, points for completing each part of the story will be given.

This system focuses on the overall story, rather than actual specific results. It doesn't judge success over failure. It only judges if the story is being done

Experience
EP per Scene Goal reached
Characters receive 1 experience point if the purpose of a scene is completed. Does the scene add anything to the plot of the story? If so, award 1EP. If not, next time try to create scenes that add to the story. They can be beginnings, middle, or end type scenes that introduce, present, or finish conflict or the plot.

Experience

Per Scene
EP per Scene Goal reached
Characters receive 1 experience point if the purpose of a scene is completed. Does the scene add anything to the plot of the story? If so, award 1EP. If not, next time try to create scenes that adds to the story. The scenes can be beginnings, middle, or end type scenes that introduce, present, or finish conflict or the plot.

Character true to it's concept
If the character stayed consistently within the concept of the character within the scene then award 1EP. The character should have it's own voice. Playing a character well means playing it according to it's own rules and logic. Know your character and do stuff that makes sense to that character.

Conflict with opposition
If the character faced opposition with some hindering force within the scene then award 1EP to the character, despite the resolution of the conflict - either success, draw, or fail. Conflict is important to the story. Failing and coming to a draw are just as important to the story as success - maybe even are more important.

New Awareness about something important
Did the character learn something new that is important for the story. If so, award 1EP. Even if the character doesn't face conflict, if they learn something important about them, someone else, or something important in the story then award 1EP. This helps to award character knowledge, rather than materials gained in the story.

Per Act
Act completion
If an entire act is completed then award 1 additional EP. Finishing an act means progression within the story.

Per Story
Story completion
Award 2EP if the story had come to a climax and been resolved. Completing a story is a significant event.

PL Progression
Every 10 EP award a Power Level (PL). Every two PL, the DL will increase by one.

For the PL list, for now I remove the EP since I'm making it a flat 10 per PL.

PL - Description Level
no Description
- 1
2 -
3 - 2
4 -
5 - 3
-
7 - 4
8 -
9 - 5
10 -
11 - 6
12 -

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