Post by drinkplentyofmalk on Nov 28, 2021 2:40:58 GMT
I was rereading the way 2nd Ed handles XP (Starting on Page 58 of the Corebook), and I quite liked what I was reading - namely the idea that after every session a character gains a +1 that can be tied to a specific action they did during play, that they can then invoke in a later session if doing something similar. (And later cashing those experiences in for raw skill points, but I find the first part more interesting.)
I think it's a pretty ingenious way of actually including a progression system while still emulating the show; I feel like companions generally don't make gigantic skill leaps during their TARDIS travels, but the show (/audios/comics/books) does give them a lot of opportunities to make little continuity callbacks.
Granted, bonuses based on callbacks to past experiences is something I was already interested in and liked to incorporate whenever playing as a GM or a player, but I like having this clear-cut way of incorporating it.
I think it could have the same type of applicability to most 'fiction-simulating' properties as the talkers-go-first initiative system does. (Admittedly I'm new enough to gaming that this could be an extremely common way of handling progression in this sort of narrativist game, so feel free to break that to me)
Essentially, I'm curious as to if anyone's gotten the chance (or had the interest) to use this mechanic yet?
If so, how do you feel about it in action; have you run into any issues with it? (Or if you haven't used it: I'm enough of a noob that there could be a major issue with balance that I'm just not extrapolating)
If not, do you use any similar progression system in your own campaigns?
I think it's a pretty ingenious way of actually including a progression system while still emulating the show; I feel like companions generally don't make gigantic skill leaps during their TARDIS travels, but the show (/audios/comics/books) does give them a lot of opportunities to make little continuity callbacks.
Granted, bonuses based on callbacks to past experiences is something I was already interested in and liked to incorporate whenever playing as a GM or a player, but I like having this clear-cut way of incorporating it.
I think it could have the same type of applicability to most 'fiction-simulating' properties as the talkers-go-first initiative system does. (Admittedly I'm new enough to gaming that this could be an extremely common way of handling progression in this sort of narrativist game, so feel free to break that to me)
Essentially, I'm curious as to if anyone's gotten the chance (or had the interest) to use this mechanic yet?
If so, how do you feel about it in action; have you run into any issues with it? (Or if you haven't used it: I'm enough of a noob that there could be a major issue with balance that I'm just not extrapolating)
If not, do you use any similar progression system in your own campaigns?