Advancement?
So how do Advancements work? I don’t quite understand.
You get 1 Archvivement point (called XP for now on in this post) when you unlock 1 of your drive playbooks moves. So when you meet the trigger for that you get 1 XP and you automatically get the move?
And you open up Drive playbooks also by just hitting the trigger?
So at any one point i could have a number of drive playbooks activated?
When i have taken all the moves of one drive playbook and go on to the next, can i “discard” an old drive playbook because it is no longer fitting the character or would i have 4 open drives in a longer campaign?
Will there be guidance for creating your own drive playbooks?
How fast will i be able to buy advancements? Once per session? Once every 3 sessions?
Why does removing one limitation from my powers require me to lower my threeshold as well?
Yep. Anytime you fulfill a requirement you get an Achievement. You have to open the book first in order to start unlocking the moves within it though.
You can have as many as you want open at one time. There’s no real reason to discard anything. You’re just either working towards and portraying that Drive or you’re not. You probably don’t want to have so many Drives open at once or your character might look a little psychotic. Most likely you’d do one Drive as a story arc for your character and then move on to the next to show change and growth. That’s totally up to you though.
There’ll be guidance for Origins and Drives yeah, most fluff with be added in later once I get an outline and we define what all we need and where it’s going to go.
You can buy advancements as fast as you get Achievements to unlock them. Typically, you’ll only get 1 Achievement per session or two but it’ll depend on what you’re working toward and how well you work with the EiC to get it. Some requirements are easy to fulfill on your own but some you’re going to need to let the EiC know you’re working towards so they can help steer the story in that direction.
Removing one limitation means having to lower your Bond Threshold mostly to fit the comic book character trope of more power usually means losing or not being able to connect with humanity.
Then i would like to raise the concern that advancement would be to glacial for me. Playing 3 sessions before i can change something on my character sheet doesn’t sound like fun to me in comparison to the speed you advance with in Dungeon World or even Apocalypse World and Monsterhearts.
Cool, I think that’s a taste thing though. Remember that advancement is all about doing things by fulfilling the requirements. You’re always working towards that, all the time and it drives your personal story during downtime in addition to during normal play.
It’d be an easy thing to hack, just get 2 points instead of 1 whenever you unlock something. Or really go after your requirements. It’s designed with telling a good story in mind and the mechanics reinforce story arcs for a character, it’s not about building up power or XP. Everything that changes and advances will do so as a direct result of what you do in the fiction.
Wouldn’t the whole storyline feel really rushed if i go after these achievements so fast?
To maybe propose an alternative, and be more productive.
One could take the idea of the end of session move from DW and give each drive playbook certain questions. If you behaved in a way that follows your drive and the archetype as shown by the questions you get archvivement points.
Just as an idea.
That’s a neat idea, but I’m not sure if there’s need of more incentive to make sure a player plays their playbook and works towards the Drive since they have to do it to advance.
It does make think it might be interesting to have requirements for certain Drives though that have already been fulfilled to remind players to keep showing that in the fiction or loose that Drive Book’s moves maybe. Hmm, I’ll have to think about that for sure.