#162: What is XP for?

I. Dear Reader

It feels like there’s been a recent spate of discussion in RPG circles about the role of incentives (usually just referring to experience points, or XP). While a lot of that discussion has been mean-spirited (with a lot of conflating preference for “the only correct way to do things”), I would like to contribute by try to describe the role of XP is in modern tabletop RPG design, using Blades in the Dark as an example. If you’re a designer or a player, hopefully this helps you think about the role of a mechanic like this.

1. XP paces out advancement

This is probably the number one reason that we have XP in games. Historically, in this hobby, games have offered players to way to advance their characters, letting them grow in a way that makes them more powerful or interesting. For example, in Blades in the Dark, by requiring 6-8 XP to upgrade your character, the game paces out the process of getting new abilities to around every 2-3 sessions or so. By tweaking the amount required, it could’ve made this process shorter or longer.

The primary critique of this use of XP comes from people who question whether advancement is necessary at all. These usually come from folks who are who are either perfectly happy with their character “improving” in non-mechanical ways (like buying a house in-game) or people who prefer changes rather than improvements (getting a cool scar rather than getting better at punching).

2. XP as recap procedure

As Judd Karlman mentions on his blog, having an end of session xp procedure is a way to give everyone an opportunity to “think back on when they were kicking ass or being cunning – remember it and celebrate it while ticking off a box”. The idea is that the end of session procedure becomes a kind of ritual to share your favourite highlights from the session, aiming to deliver a good note for the game to end on.

3. XP as incentive

Some games use XP to encourage players to do things that they might not ordinarily do. This is quite common in the kind of games that I play. For example, in Blades in the Dark, you get XP when your character is in desperate situations. The game is trying to encourage players to take risks as opposed to playing it safe (because they might be coming from games where taking risks was less fun).

These kinds of incentives are usually criticized for two main reasons. One, it is unnecessary, i.e., it encourages behavior that needs no encouragement. Two, it has a negative effect on freedom of roleplay by pointing at a “right way to play”.

Stepping back for a second, I think these are both good criticisms that can be more or less valid, depending on the specific game or style of play. In my experience, in general, they’re least valid when they are theoretical, armchair criticism and tend to be most valid when they come from direct play experience.

With Blades in the Dark specifically, I think XP for taking big risks does lead to players shifting gears and playing differently. Not by itself though! It works because it fits within a whole system meant for that kind of story. The XP is just a tiny little signal.

As for narrowing the realm of roleplay, I think this is broadly true of hyper-specific storygames. They are a kind of game that actively tries to provide constraints – but in the same way a writing prompt is a constraint. It’s hard to be creative without them! Some of these games – not all – tend to involve some amount of discovering who your character is, rather than coming in with a specific idea.

That said, it can be frustrating in Blades in the Dark to pick a playbook with a particular character concept in mind and find that you’re out-of-sync with the game’s XP triggers. This kind of misalignment can happen, for sure, and it is a limitation of Blade’s specific design. The solutions tend to be some form of hacking or just switching playbooks but even with that frustration, I would hesitate to say it’s a problem with XP as a mechanic though.

Though XP doesn’t actually need much defending – like so much of game design convention, the main reason games will continue to include it is because games tend to include it. Players have come to expect it! I’m excited for people to look at these functions of XP and innovate, keeping what excites them and finding ways of changing the rest.

Yours experientially,

Thomas



II. Media of the Week

  • On Roleplay Rescue, Justin Alexander talks about his upcoming book, So You Want To Be A Gamemaster. Alexander is a very popular voice but his advice is often very trad because he assumes (probably rightly) that his audience is playing D&D. Not sure if the book will be useful to me but I’ll try and review it when it comes out.


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III. Links of the Week


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11 responses to “#162: What is XP for?”

  1. Mad Jay Avatar
    Mad Jay

    Good Stuff on a very heated topic! 💪🏾 I’m a huge fan of points 1 and 2, and I’ve got no squabble with #3. Sometimes in games we just like to see the score.

    Like

    1. Thomas M Avatar
      Thomas M

      Nice! I love “Sometimes in games we just like to see the score”.

      Like

  2. Omer hoffmann Avatar
    Omer hoffmann

    I would argue that as long as players value XP, they are a legitimate tool of the game designer to point at a certain theme of gameplay. It is the dangling carrot that reinforces a style, the unseen hand that pivots the game.

    Like

  3. Sam Dunnewold Avatar
    Sam Dunnewold

    I like this survey of XP and it’s uses, but I will say my personal biggest criticism with it is that I have found it often doesn’t actually work as an incentive. My D&D players don’t fight the dragon to grind out a level up, they do it to save the town. And my Blades players regularly forget what their end of session XP triggers are.

    That doesn’t make it bad necessarily! It’s a great excuse to have that cool end of session procedure, and your point about pacing advancement is great. And of course I know many people who’ve had different experiences than me with XP and incentives. But wanted to throw that out there.

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    1. Thomas M Avatar
      Thomas M

      Absolutely. I think when you actually play games with xp as incentives, it’s very clear to what extent they affect play and the answer is usually “only a little”. In my games, I think the “XP for Desperate Actions” does work as an incentive, especially for newer players. But as more time passes, it has less and less of an effect on the game and I think that’s perfectly good part of the design,

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      1. Sam Dunnewold Avatar
        Sam Dunnewold

        Yeah! I don’t know if you read my post on XP a couple months ago, but I made the argument that desperate XP works as an incentive because it’s right there as a carrot that you will immediately get to eat while end of session XP doesn’t work as an incentive because the separation of time makes it harder to mentally connect your actions to the reward in the moment. I think if you want people to be incentivized by XP, you gotta give it to them immediately, and you gotta give it to them when they make a choice not based on the results of that choice (i.e. XP on failure doesn’t incentivize much imo).

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      2. Thomas M Avatar
        Thomas M

        Agreed on all counts!

        Like

  4. Douglas Sun Avatar
    Douglas Sun

    I have never had any real problem with XP and character advancement either as a player or a creator. It always seemed to me a way to reflect the fact that you like to think that the more practiced you are at something, the better you become at it. It is also a typical aspect of heroic narrative that the hero’s development requires technical growth as well as emotional and spiritual growth (Luke mastering The Force being only a more recent example). It’s not a perfect mechanic, but it is an intuitive one.

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    1. Thomas M Avatar
      Thomas M

      I think most people would agree. Advancement is most apt for a heroic, power fantasy kind of story!

      Like

  5. J.Q. Graziano Avatar
    J.Q. Graziano

    Cool thoughts on using XP for advancement, recapping, pacing & incentivizing! ⚔

    Like

  6. DC Raymond Avatar
    DC Raymond

    I’m not quite sure the reason for the arguments about this, but maybe it’s because I don’t think XP in an incentive form should matter all that much. Most of these stats, from my perspective, are tools for altering gameplay and not story elements so why should they matter to the characters more than the extent they do? Their motivations should be to save the town or defeat the ogre, not to get points. That was fine for the battle simulation board games that birthed RPGs but RPGs themselves don’t require it. The reasons listed here are enough to keep XP around (or perhaps some other mechanic more cloaked in fiction) to help players know they did a good job, better create good memories of the session, and gain in ability. Who said it had to be the primary thing they cared about? I don’t want players talking about numbers any more than they have to.

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