Do you know if Dungeon World has an alternative experience award system? Thanks.
25 thoughts on “Hello.”
Here’s one:
At the end of the session, ask: Were we awesome? If so, everybody levels.
A little too alternative 😂😂
Here’s another:
At the start of the session, pass your chief to the character with whom you have the highest BOND rating. They mark the stat of yours they find the most interesting, and pass to the GM. The GM marks one, and then hands it back. Whenever you roll either of the marked stats, mark experience.
This is more nice.
Here’s a third:
At the start of the session, decide on a goal. This could be as concrete as “kill the demon king”, “make 100 gold net”, or as abstract as “be awesome!”. At the end of the session, ask the GM if you accomplished this goal. If you do, level up!
Inverse World has an entire system of “drives” and changes the end of session questions.
The thing my players don’t like is gaining experience from fails.
I’m searching a way to get rid of that
Out of curiosity, what don’t they like about XP on missed rolls? Not challenging you on this! Just wondering 🙂
Xp on fail is one of my favorite features if DW so that surprised me too.
“At the start of the session, pass your chief to the character with whom you have the highest BOND rating…”
William Nichols so retro.
Philow Beker XP on failure encourages rolling often. Are they avoiding rolling because or it, or something?
Philow Beker In more seriousness, passing sheets to another player and marking stats is pretty common in pbta games.
They say that giving ex on misses force to try to launch more than necessary.
.
I echo what’s been said a few times over, the status quo DW XP process is one of my most favorite parts of the system.
Maybe if we had an example of where it’s not jiving for you in play we’d better understand the motive for an alternative. I’m interested to see what the group comes up with for what seems to be a generally well-received aspect of the game.
Fix it to the session count? Takes one session to go up from level one, two more from two, and so on. Hitting a major milestone (to borrow a phrase) counts as extra credit so it’s not always months between levels once they’re at 4+.
As long as they feel they’re making progress, right?
Allow players to get more XP from bonds/alignment moves (add some other, allow to get those Xp more than one per session).
Philow Beker without doing much to the rules, you could simply award XP whenever they follow their alignment in a way that makes things complicated.
Aaron Griffin “award”. pfft. What is this, D&D?
Here’s a player facing move:
When following your alignment immediately and impact-fully complicates your life, mark XP.
Add a standard move:
When you suffer hard consequence for having followed your alignment, mark XP.
Or, GM move :
*When you activate a hrd move because a characted followed her alignment” have her mark XP.
The Gauntlet podcast has talked about a bond replacement system which also incorporates a new XP system. I forget the name, but I remember it confusingly shared a name with some other mechanic in another game, or in theory, or something like that.
Here’s one:
At the end of the session, ask: Were we awesome? If so, everybody levels.
A little too alternative 😂😂
Here’s another:
At the start of the session, pass your chief to the character with whom you have the highest BOND rating. They mark the stat of yours they find the most interesting, and pass to the GM. The GM marks one, and then hands it back. Whenever you roll either of the marked stats, mark experience.
This is more nice.
Here’s a third:
At the start of the session, decide on a goal. This could be as concrete as “kill the demon king”, “make 100 gold net”, or as abstract as “be awesome!”. At the end of the session, ask the GM if you accomplished this goal. If you do, level up!
Inverse World has an entire system of “drives” and changes the end of session questions.
The thing my players don’t like is gaining experience from fails.
I’m searching a way to get rid of that
Out of curiosity, what don’t they like about XP on missed rolls? Not challenging you on this! Just wondering 🙂
Xp on fail is one of my favorite features if DW so that surprised me too.
“At the start of the session, pass your chief to the character with whom you have the highest BOND rating…”
William Nichols so retro.
Philow Beker XP on failure encourages rolling often. Are they avoiding rolling because or it, or something?
Philow Beker In more seriousness, passing sheets to another player and marking stats is pretty common in pbta games.
They say that giving ex on misses force to try to launch more than necessary.
.
I echo what’s been said a few times over, the status quo DW XP process is one of my most favorite parts of the system.
Maybe if we had an example of where it’s not jiving for you in play we’d better understand the motive for an alternative. I’m interested to see what the group comes up with for what seems to be a generally well-received aspect of the game.
Fix it to the session count? Takes one session to go up from level one, two more from two, and so on. Hitting a major milestone (to borrow a phrase) counts as extra credit so it’s not always months between levels once they’re at 4+.
As long as they feel they’re making progress, right?
Allow players to get more XP from bonds/alignment moves (add some other, allow to get those Xp more than one per session).
Philow Beker without doing much to the rules, you could simply award XP whenever they follow their alignment in a way that makes things complicated.
Aaron Griffin “award”. pfft. What is this, D&D?
Here’s a player facing move:
When following your alignment immediately and impact-fully complicates your life, mark XP.
Add a standard move:
When you suffer hard consequence for having followed your alignment, mark XP.
Or, GM move :
*When you activate a hrd move because a characted followed her alignment” have her mark XP.
(I know, the phrasing sucks)
Our Living Dungeon World project used an alternate XP system based on approach highlighting: ryanmacklin.com – Living Dungeon World
The Gauntlet podcast has talked about a bond replacement system which also incorporates a new XP system. I forget the name, but I remember it confusingly shared a name with some other mechanic in another game, or in theory, or something like that.
Do you remember this, Jason Cordova?
📌
.