Alternatives to XP

Alternatives to XP

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?

I’m interested in how PBTA games handle ‘superpower’ style moves.

I’m interested in how PBTA games handle ‘superpower’ style moves.

I’m interested in how PBTA games handle ‘superpower’ style moves.

So moves in PBTA are triggered by ‘The Conversation’, right? If you push the bouncer up against a wall and there is a move that starts “when you threaten or intimidate…” then that move is triggered. Brilliantly simple.

Where I’m struggling in my homwbrew game is writing ‘superpower’ moves (I imagine the same applies to spell moves). Having a list of discrete powers you can invoke that begin “When you mind control someone…” or “When you manipulate shadows…” feels incompatible with the fiction-first principles of PBTA. Is this the wrong way of thinking about it?

One alternative would be to have a “Use Your Powers” basic move and define powers loosly in the playbooks with one line statements like “you can control minds”, “you can manipulate shadows”, similar to how powers are handled in Masks

My problem with this is I’m not a fan of moves that rely entirely on player imagination to define what is achievable. Firstly it feels unfair that some players can do extra cool things because they are better at coming up with imaginative uses for their powers. Some players like being told “you can do X & Y within these limits”. Secondly it creates little room to improve powers over time.

Here are some example moves I currently have:

MIND CONTROL

When you make eye contact with a victim and bring them under your sway, roll +Resolve.

On a success pick one, on a 7-9 they will know it was you inside their mind.

Commanded – You give them a brief command to act and they will obey to the best of their ability. The command cannot risk harm to anyone. Truthful – You ask them any question and they will answer truthfully to the best of their knowledge.

PUPPET

When you successfully Mind Control you can also pick:

Sleeper – Embed your command to be actioned at a set time, or in response to a certain trigger.

SUBDUE

When you successfully Mind Control you can also pick:

Broken – They’ll agree with whatever you say for the rest of the scene.

My gut (and a couple of playtest sessions) says that without clear demarcation between the levels of powers a simple “you can control minds” statement would quickly get out of hand. Thoughts? Does this break the spirit of The Conversation?