Haven't rambled about this in a LONG while (if ever) and I feel bad there's been nothing here for a while AND I've seen a few discussions on the topic on the webs so I thought I'd ramble. CavegirlPoems started me thinking over on Tumblr. They do a nice job breaking down how a handful of games award XP and what that means for the game. Early D&D was simple. 1 GP of treasure = 1 XP. Delve. Carry it out. Improve. Repeat. Simple, but nailed it. Encumbrance mattered, as did depth of penetration. YOU THERE IN THE BACK! STOP GIGGLING! Vampire The Masquerade rewards you for being the kind of player the game wanted. AS CgP observes "It was the 90s, they were still working out how to be a narrative-driven game, but you can see where they were going with it." Monsterhearts. XP for engaging with a mechanic. I need more study. And finally they look at 5e. There are two systems at play here. First is combat. Violence gets you XP. Hence: Murder hobos. Second is milestone. You level up when the GM feels like it. And the game becomes James Wood finding Peter's candy. You're "rewarded for following the railroad and reaching pre-planned plot moments in a pre-scripted story. You either have no agency in the matter, or are rewarded for subsuming your agency to the will of the GM. (This pattern continues with inspiration rewards, which are given 'when the GM is entertained by you'.)"
Neither of those is satisfactory which is why we don't use them. We use the now seven year old Unearthed Arcana Three Pillar Rule. Pillar I: Exploration. 1 XP for every new 20 mile hex you travel through on a road or trail. 5 XP through the wilderness. And additional XP (10 - 40) for exploring important locations, whether tied to the "storyline" or not and for finding "big ticket" magic items. Pillar II: Combat. Based on CR of the opponent and level of the character. Awarded for killing, defeating and occasionally bypassing a creature or group of creatures, or a trap or problematic encounter. Pillar III: Social interactions. Awarded for positive interaction with influential NPCs. The Mayor of that small village that you schmoozed when you were 9th level? 5 XP. Positively influencing an NPC with cosmic reach? 20 XP or more.
So does this produce the game I want? After every session I send an email detailing the XP's earned. The party KNOWS that traveling from A to B along a trade rout for the first time will be worth 6 XP but nothing after that as they run back and forth. Cut a new 4-hex path through the wilderness? 20 XP. Decide to check out that haunted cemetery on the way to the Wizards Tower? Maybe 10 XP. Maybe nothing. Maybe it's a training ground for the BBG Evil Necromancer's mooks which might have a major impact on the storyline in coming months and worth 20 XP or more. And they've learned to talk to people. Find out who's in charge (or at least authoritative) and chat them up.
And that's kinda the game I want. Look under the rocks. Smell the flowers. Slay the evil beasties. Thoughts?







wilderness. Roughly every two miles there WILL be an encounter. I
use