A long time ago, when I was more invested into TTRPGs, I grew increasingly frustrated with the system of only distributing advancement/experience points at the end of a session.
This always made me think that certain challenges could be better dealt with if the players could access/develop abilities as the game progressed in real time.
At some point, I started to divise a play system that relied on a split experience atribution system, with players being able to automatically rack experience points from directly using their skills/habilties, while the DM would keep a tally of points from goals/missions achieved, distributable at session end.
A practical example: a burglar would have the lockpick skill. The skill would be tiered, with each tier having 100 points to max it out, and the higher the tier, the less experience would be given by making use of the skill, as the skill would be further and further refined and new breakthroughs in its understanding become harder to achieve. But DM attributed XP could either be spent towards maxing out the skill faster or gain a new or linked one, like disarming booby traps.
I drifted away from TTRPG and simply let my idea sit in a drawer in a notebook. Today I found my notes again as I was rummaging through the junk and the it brought some nostalgia.
To those with more experience in TTRPGs: would this be feaseable? Or enticing? Interesting?
I’m abusing the notion of level, I think.
The intention was to make growth intentional and incentivize role playing, with the characters growing as the game progressed.
You could use recalls in a way like that.
The system works like this: After each session everyone makes a record of what happened from their character’s point of view. These can be used in two ways:
-During sessions you can recall one of these events (“This is just like that time in Budapest”) and get bonuses to that roll. This can be done once for each record in a session.
-Between sessions you can spend records to improve stats and add assets/powers whatever to your character. Spent records can’t be used during sessions anymore. Each type of improvement has a required number of records to make. (think: improving skills is easier than getting better attributes)
If you as a GM rule, that only records with relevant experience can be spent to improve stats, it can be an incentive to do what you want to improve