Roleplaying Systems
#8
Section 6:  Adding Abilities/Progression

An RP is mainly about getting from Point A to Point B.  If that is literally the case, the DM might do this:

-Linear Path: Completing the RP means going forward, with little to no distraction.
-Tour Guide: When the story only advances around a NPC.

You can tell, unless there are some interesting gimmicks, that this is less of roleplaying and more of being side characters.  That is why some RPs tend to be open:

-Sandbox:  No goals in sight, players are able to do anything.  Example: a shop.
-Endgame: 1 known goal, players are able to do anything.  Example, powering a tower on an island.

The issue is that players or their characters will eventually feel like they're not gaining anything meaningful.  Though perhaps there should be some middle-ground, having some form of narrative while allowing some openness to explore.

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Progressing in a RP means adding some type of indicator to let the players know their characters have the ability to get closer to their goals. In most tabletop RPGs, the most recognizable progression is Level, which is usually precluded by Experience. Here are some examples of earning and calculating EXP:

-The traditional method where monsters give a certain amount of EXP, usually with a character's required amount to level up increasing per level.
-The static method where monsters of the same level as the player gives a set amount of EXP and the player requires the same amount to level up each time; leveling will cause the weaker and stronger monsters to shift their EXP lower.
-The end method where levels are only given after a session/checkpoint.

As for levels, a DnD character can reach level 20 though the first RP session usually levels the character to 5. When a character levels, this usually triggers three types of traits:

-Automatic Traits - Occurs every level with little to no reference required. Usually, the character's HP increases by class.
-Generic Traits - Occurs the same way in every class. At level 4, players can place 2 points into their Stats. At level 5, they gain a Proficiency Bonus.
-Class Traits - How the class levels up its own way. Some classes like the Fighter add Generic Traits outside of generic timing.

Also, it seems that the character will start with their signature skills at Level 1 and gain most of their core mechanics and subclasses by Level 3; further levels are mainly to boost their identities or core abilities.

For example, a Barbarian at Level 1 has a Strength Advantage ability and a AC comparable to heavy armor without a speed debuff. At Level 3, they should have an emergency advantage and dodge plus a subclass based on extra damage or rage bonus. After those three level, future class traits focus on increasing melee damage, better movement, and more advantages.

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Outside of levels, there are other types of progressions:

-Roguelite: DnD is this, but pretty much the character upgrades themselves using whatever they pick up.
-Roguelike: A genre similar to a Roguelite, but when "making a new character", players can unlock and use more options. In Rogue Legacy, for example, the player can uses coins from the castle to unlock more classes and starting bonuses for future runs.

-Metroidvania/Zelda: New areas are accessible after gaining key items/abilities, usually while clearing a dungeon.
-Mega Man: Clearing a dungeon grants key items/abilities, but dungeons can be attempted in any order with the story or new dungeons unlocking at later points.
-Hub by Hub: After some progress, usually with a boss as one progress marker, players can access a new area similar to Sword Arts Online and Mario 64.

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And keeping track of progression in different ways:

-Timer: A "clock" to track when certain events occur. Majora's Mask has a 3-day timer until the moon falls down, while a school can have 2 classes followed by a break, repeating.
-Trophies: In Megaman, defeating 4 out of 8 bosses unlocks a mid-game fight regardless of order. Alternatively, collecting 8 Stars in Mario 64 unlocks the first hub boss.
-Unlocked: In Mario 64, this would be both accessing the hub bosses and new hubs in addition to finding switches to unlock more shortcuts, items, and even ways to earn more starts. In Rogue Legacy, this is what you have bought after you die.
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Messages In This Thread
Roleplaying Systems - by Polyedit2000 - 01-14-2022, 11:39 AM
RE: Roleplaying Systems - by Polyedit2000 - 01-14-2022, 12:37 PM
RE: Roleplaying Systems - by Polyedit2000 - 01-14-2022, 02:32 PM
RE: Roleplaying Systems - by Flashlight237 - 01-14-2022, 11:11 PM
RE: Roleplaying Systems - by Polyedit2000 - 01-15-2022, 01:24 PM
RE: Roleplaying Systems - by Flashlight237 - 01-15-2022, 02:44 PM
RE: Roleplaying Systems - by Polyedit2000 - 01-17-2022, 11:53 PM
RE: Roleplaying Systems - by Polyedit2000 - 01-28-2022, 10:30 AM
RE: Roleplaying Systems - by Flashlight237 - 01-28-2022, 08:25 PM
RE: Roleplaying Systems - by Polyedit2000 - 02-04-2022, 09:14 PM
RE: Roleplaying Systems - by Flashlight237 - 02-09-2022, 09:31 PM
RE: Roleplaying Systems - by Polyedit2000 - 02-12-2022, 12:45 AM
RE: Roleplaying Systems - by Flashlight237 - 02-23-2022, 10:59 PM
RE: Roleplaying Systems - by Polyedit2000 - 03-20-2022, 04:27 PM
RE: Roleplaying Systems - by Flashlight237 - 04-23-2022, 03:23 PM
RE: Roleplaying Systems - by Polyedit2000 - 05-08-2022, 05:29 PM
RE: Roleplaying Systems - by Flashlight237 - 08-17-2022, 09:57 AM
RE: Roleplaying Systems - by Polyedit2000 - 08-17-2022, 01:47 PM
RE: Roleplaying Systems - by Flashlight237 - 09-16-2022, 12:31 PM
RE: Roleplaying Systems - by Polyedit2000 - 09-16-2022, 02:12 PM
RE: Roleplaying Systems - by Flashlight237 - 11-02-2022, 05:35 AM
RE: Roleplaying Systems - by Polyedit2000 - 01-14-2023, 12:33 PM
RE: Roleplaying Systems - by Flashlight237 - 02-06-2023, 01:05 AM
RE: Roleplaying Systems - by Polyedit2000 - 02-08-2023, 04:57 PM
RE: Roleplaying Systems - by Flashlight237 - 04-20-2023, 12:25 PM
RE: Roleplaying Systems - by Flashlight237 - 04-20-2023, 02:17 PM

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