Hello again! Assuming anyone is still out there. With the recent end
of our latest Traveller campaign, I’ve stepped away from the
gaming table for a spell. Some family matters have made the last
several of months distracting, but I’ve recently begun a personal
project that’s got me trying to get back into the old-school D&D
mindset. Thus, I have thoughts to blog.
There was a recent
discussion online regarding OSE (Old School Essentials), the
excellent BX re-skinning by Necrotic Gnome. A DM new to the system (I
think he had previously run 5e) was asking about alternative
experience/leveling methods other than XP for GP.
Several options and
house-rules were bandied about. But as I read through them, it
reinforced my preference for the as-written method of experience
being mostly from treasure found through adventuring. My impulse was
to reply to the thread directly, but as I organized my ideas, I
realized there was a bit more connected to the subject than I first
thought. So I decided to fling them all onto the page here and get
them out of my skull.
NB: This got…
wordy, so here’s the TL;DR – A character’s XP level or
progression is not the ONLY way they can become more powerful within
a game-world. Using treasure earned through adventuring as the way to
measure their progress as
adventurers makes perfect sense in a game like classic D&D.
First of all, when I
say I like the XP/GP model, I mean specifically for D&D,
especially if there is a focus on dungeon crawling. Other games and
systems use completely different methods of advancing characters, and
they work great. I wouldn’t try to change Call of Cthulhu
over to a level based XP system relying on treasure-hunting.
But why do I like
XP/GP for D&D? Firstly, and this is the least of it, it’s the
way the game was originally written. My overall game-mastering
perspective is typically to change as little as possible in the rules
as written unless I find a compelling reason. Also, as I have said
before “You can’t ‘Fix’ D&D.” There is a point in the
rules-tweaking cycle where one has to ask if it’s still the same
game?
The next reason I
like XP/GP is simply that it makes sense. If you are playing
old-school D&D as I believe it was intended, then your game is a
series of risk/reward exercises. When you break into an ancient tomb,
most PCs would have profit at least partially on their minds. So if
the gold is the reward, what’s the risk? The monsters, the traps,
NPC rival parties and bandits. In risk management, the goal is to
maximize reward and minimize risk. Making combat attractive by adding
making it a bigger source of XP results in risk-seeking, not risk
management.
Now
XP/GP isn’t perfect. The question often arises of what does a
mid-to-high level character DO with all their coin? Not all PCs are
interested in building a stronghold, and if you don’t let them buy
expensive magic items or similar, they can amass an alarming amount
of cash. I’ve written in the past about PC wealth and ways to help
them spend it. The truth is this all comes back to the attitude of
the players (and the DM). Wealth can be a role-playing challenge.
What would you do if you were your PC and came into that
money? I know some folks would say “Not go out adventuring again,
that’s for sure!” And if it fits your character’s story to
retire at that point, who is to stop you?

I
would counter that maybe that’s not being the best player that
you could be in the sense that you are a member in a group of
(hopefully) friends. Leaving the party high and dry as your experienced PC bails on adventuring to open a tavern might annoy the rest of the group. I usually enjoin players to think of character
concepts that include wanting to continue adventuring. Or
needing to in order to reach a goal. What you might “settle” for
in real life may be VERY different from what your PC would deem
enough. We’re playing a game of imagination, we can figure
something out that makes sense if we agree on things like basic
genres and tropes. If, as a kid, you and your friends went out to
play Cops & Robbers, the compact there was there were two main
types of people in the game: police and criminals. If one kid then
claims he’s Spider-Man and can just web-up all the robbers, that’s
a very different game.
I should take a
moment to stress that in my games, experience is earned by treasure
earned through adventuring. If you invest in a shipping line or marry
the old widow and you end up with a million gold pieces, you don’t
suddenly shoot up in level. You don’t become a better adventurer by
not adventuring. Which is another reason I mislike things like “Story
XP.” If the story involves adventure and monsters and such, then
building some treasure into that is simple enough. Even if it’s a
reward the adventurers are paid by an NPC and not found inside a
chest in some dungeon. If the “plot arc” resolves itself without
your typical adventuring activities, then it shouldn’t result in
your PC leveling up in their adventuring class. But if that’s the
case, why wouldn’t everyone just turn full murder-hobo? Because,
dear reader, another reason I like XP/GP just fine is that XP doesn’t have to be the only kind of in-game reward.
Did you ever wonder
why there was no experience award for magic items in BX and other
older editions? Likewise, they have no listed market prices. I
believe it’s because magic items are intended as their own rewards.
That magic armor doesn’t give you experience points. It gives you a
freaking suit of magic armor! Actually, it technically does give you
XP by increasing the chances of your survival. There aren’t set
prices because magic items are, well, magical. I am not saying that I
make it impossible for my players’ PCs to sell or buy magic, but
it’s very case by case. Magic items do reward
the characters, just not with XP.
Likewise
for story goals that don’t include “normal” adventures to
accomplish. There should be some reward, but it might not be XP. As I
said before, if you thwart the Ice King and save Princess Bubblegum
and then she gives you and your party 100K gold pieces, that’s
earned by adventuring and 100% grants XP. But what if she names you
all Heroes of the Realm and knights you? There’s no cash, and no
XP, but that is definitely a reward. Everyone in the kingdom respects
you and people seek you out for more quests and hero-work. You
probably attract the notice of the court and access to all sorts of
rumors and favors. You aren’t suddenly name-level, but your
fortunes have definitely improved.

"Personal
Goals" XP is no different. You’re finally getting the chance to
avenge your brother’s death? Awesome! Let’s have a great scene
where you get to confront the guy and have it out with nine-fingered
man. When you win, maybe there’s loot, maybe not. Maybe achieving
the goal contains an in-game reward like with the princess. Perhaps
your vengeance clears the family name, and now you can restore your
title? To me, personal character goals are meant primarily as RP opportunities and fodder for the DM to tailor the adventures to the player's interests, Not an XP source.
If achieving that kind of goal doesn’t mean anything to
the player because “it’s just RP” then maybe he needs better
goals, or maybe these types of RP goals aren’t for him. Next time
maybe he can say “My lifelong goal is to kill a dragon and take its
hoard!” This is why I often have powerful NPC lords and ladies who
aren’t necessarily name-level adventurers. They’re influence
isn’t acquired by how many hit points they have. In less civilized
places, “tougher” nobles (with levels) may be more common,
though.
Remember,
these rules aren’t intended to cover everything, so you need to
decide how you want to handle the things that aren’t spelled out.
Characters can do an awful lot in the game without worrying about
what level they are, especially in a game as flexible and rules-light
as BX. So before worrying too much about changing things like XP for
GP, look a little deeper and ask how it can work for your
games instead of how it can’t.