Alternatives to XP
I’ve been thinking a lot about XP recently. Thing is, I just don’t think I like it.
In the trad RPGs I’ve GMd it has been the first thing to be houseruled – I really prefer a Time=XP system where everyone is on the same journey and levels up together.
Am I right in saying there is a trend in modern/indie RPGs towards using XP to direct players into a single mode of play (e.g. Urban Shadows awarding XP for faction moves)? The Failure = XP system of DW and MH isn’t quite like this though.
Can this end up overly perscriptive? My favourite thing about TTRPGs in the fun players find in ways ways designers (and GMs) do not foresee. I’m not a fan of punishing players with no progression for not engaging with a narrow XP mechanic, however it definitely works some of these games, particularly short fast-moving campaigns.
I’ve been wondering this for my own homebrew horror hack. I am deeply tempted to do away with an XP track altogether and do progression narratively, but I’m interested in know what folk have seen and tried.
What are you favourite XP mechanics? Are there examples of an open narrative-driven advancement system? Are there times you have houseruled your own XP system into a PBtA game?