eruditus
06-24-2004, 09:21 AM
Okay, let me first say that I LOVE the BW advancement system. I know NO better system (and I know a LOT of systems).
That being said there is value in thinking about alternate advancement options.
So here it goes. I will suggest two options:
1) Class System (Luke, you may not want to read this... it may prove too painful for your little heart :wink: )
The player and GM develop a set of goals based around the character's BITs and Lifepaths. Those goals should be directed toward social advancement and personal advancement. I would say that those goals would cover about three to five sessions (mixed with other's goals and adventure goals could span 12 sessions or so). Once the CP has met those goals (some may even be secret) then he may gain a new lifepath ignoring only the Age column). I will write up some examples soon if people are interested. Of course this would also facilitate creating new Lifepaths that fit the adventuring life style as well.
2) WFRP System
As the above only the GM and player establish several goals to determine raises that make up a Lifepath. Thus, each Lifepath would be seperated by Traits, Resources, and Skill points. Thus a Lifepath would have a set of goals (smaller in scope than the above example) where the player could develop along a lifepath (increasing/learning skills, and gaining traits and resources (usually contacts and equipment) as they go. For example the GM/player determines a reasonable set of goals that earn the player that lifepath's trait point. Once the goals have been completed and all the aspects of that LP have been covered then the player can move on to another LP or stay on this LP, maybe at a bonus.
Granted this is really not very different than the way it works now it really just a little more freeform and yet has the structure of the Lifepaths to go off of (especially in regards to leads and LP requirements).
Note: Although it would be easy enought to accomplish I highly oppose any move toward attempting a XP system. I think its counter-productive to the spirit of BW.
That being said there is value in thinking about alternate advancement options.
So here it goes. I will suggest two options:
1) Class System (Luke, you may not want to read this... it may prove too painful for your little heart :wink: )
The player and GM develop a set of goals based around the character's BITs and Lifepaths. Those goals should be directed toward social advancement and personal advancement. I would say that those goals would cover about three to five sessions (mixed with other's goals and adventure goals could span 12 sessions or so). Once the CP has met those goals (some may even be secret) then he may gain a new lifepath ignoring only the Age column). I will write up some examples soon if people are interested. Of course this would also facilitate creating new Lifepaths that fit the adventuring life style as well.
2) WFRP System
As the above only the GM and player establish several goals to determine raises that make up a Lifepath. Thus, each Lifepath would be seperated by Traits, Resources, and Skill points. Thus a Lifepath would have a set of goals (smaller in scope than the above example) where the player could develop along a lifepath (increasing/learning skills, and gaining traits and resources (usually contacts and equipment) as they go. For example the GM/player determines a reasonable set of goals that earn the player that lifepath's trait point. Once the goals have been completed and all the aspects of that LP have been covered then the player can move on to another LP or stay on this LP, maybe at a bonus.
Granted this is really not very different than the way it works now it really just a little more freeform and yet has the structure of the Lifepaths to go off of (especially in regards to leads and LP requirements).
Note: Although it would be easy enought to accomplish I highly oppose any move toward attempting a XP system. I think its counter-productive to the spirit of BW.