Tag Archives: skill based progression

Train to Fight, not Fight to Train

Let’s undertake a design exercise. Our constraint is that we are trying to come up with gameplay that does not rest on mass murder. Yes, I wrote “gameplay”. Even in hardcore RP worlds, you need gameplay if you don’t want … Continue reading

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Action Oriented Progression – Part II

Since Brian Green will likely finish his levels theme with his own proposal soon and D^t already has presented his own ideas on the theme, I thought I’d drop in my own proposal. As I alluded in part I, the … Continue reading

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Action Oriented Progression – Part I

What makes one swordsman better than another? Many years ago, I was in the Society for Creative Anachronism. There, I knew a man who was probably in his late 30’s or early 40’s at the time. He was of average … Continue reading

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