Character Growth & Development (Leveling)

The mechanic to express character growth in many RPG system is often called leveling up.  Leveling in RPG is both a blessing and a curse.  A blessing because of the rush a player gets when they advance and develop their character’s story.  A cruse because leveling usually requires worrying about experience points and grinding to get points.

Dynamic Rational Advancement Method Awards (Drama)

DRAMA removes much of the work in gaining and tracking experience.  The prime focus of the system is to point toward story and character development and away from merely killing and looting for experience. (Killing and Looting can be lucrative and fun, but not always necessary to advance a story or plot, (Current Hollywood trends notwithstanding.)

There are a suggested 12 points per level for everyone (no classes).  Thus, 12 DT to move from Level 0 to Level 1.  Another 12 DT to attain Level 2 (24 DT total).

If one prefers a progression that grows in difficulty, a weird concept but popular, then use your own system for advancing.  For example, make the advance tied to incrementing value.  2 more DT to achieve level 2 (14DT), 3 more to advance to Level 3 and so on.  Thus, it would take 14 DT to advance level 2.  17 DT to advance to level 3 under such a system.  The DN needs to decide the rate of advancement.  Advancement speed is tailored to the needs of the group and the advancement of the story.

I recommend each scene net players 1- 3 DT.  An act of 3 scenes might yield 9 DT, while an act with 4 scenes might be 12 DT and thus raise a level.  For player benefit they should feel their actions not only have effect on the current adventure but offer some growth toward harder stories.  In the example of a one act adventure in addendum that last scene has variable DT awards based on outcome.

It is also just fine to ignore the Token idea along with Experience points in general and promote players as you wish when you wish.  If it seems rational and acceptable to the player it is fine.  Like telling them they will advance if they complete 2 quests, or 3 quests, whatever.

It helps if you think of your entire campaign as a novel with chapters, or a play with acts and scenes. Award points for completion of a section of the story/play.

For illustration I will use the 3 Act Play.  You can find your own format inspiration to guide you.  It is the DN who decides the speed and requirements for character progression not a loot table.

If for the completion of each Act of 3 scenes the player is award 9 drama tokens (plus any special DN awards for outstanding performance), by the end of 3 acts (3 sessions) the Hero or Heroine could have earned 27 Drama Tokens, enough to advance at least 2 levels.  Only you can judge how long your specific Act should take but be aware time expands and one act of 3 scenes per session may be quite enough.

“Act” is often comprised of 3 scenes at either the same or different locations.  A beginning, middle and end concept is useful.  Old adage: Find the bear, chase the bear up the tree, get the bear out of the tree.

Scene Difficulty Examples (Difficulty is always determined by DN)

  1. Minor Complication/Obstacle Event Worth 1 DT
  2. Serious Complication/Obstacle Event Worth 2 DT
  3. Critical Complication/Obstacle Event Worth 3 DT

Quest or Character goals might be considered in Drama Token award.  Failure of a quest is a valid ending to a story. That is what one calls a tragedy.  However, the process deserves reward even if failure is the outcome of player action.  Win or loose is not the object of the play, the dramatic unfolding of player actions is the point.

Side Note

If the DN has many stories on the shelf and wants to offer choices to the players, then the level or difficulty of a story must be taken into consideration.  The “Easy” stories might be good for introduction to Doxies & Demons, to generate capital for the player, or develop personal goals, but the Drama Tokens should be adjusted. The basic DRAMA system assumes the Cast of the play matches the story difficulty.

Existing Assets

There has been an attempt to gear Doxies & Demons to be able to use existing 2nd addition modules without needing the 2nd edition rule books.  Most conversions are simple but some modules might need more editorial effort. In any event, the rule books such as monster manual and spells could still be useful.

Character Truth & Experience

It is suggested that players who work hard to maintain the motivations and truth of their character in actions and decision be rewarded.  This does not mean affecting voices or wearing funny hats.  It means keeping the actions and decisions of the character true to the character nature and personal arc.  I like it when a player reacts to situations according to their defined character not in the best way an objective observer might expect.

Level Benefits

Once a character advances to the next level several benefits are gained.  Life force gets a modest boost; Strike Value increases as does a Learned Capability.  Level advance does not affect Core Capabilities.  To change those a player would need to augment them with arcane options.

At each level advance several benefits accrue.

  • Melee or Missile or Magic strike value may increase by 1 (Must chose only one)
  • Life Force increases 3 points, plus any Durability bonus.
  • One learned capability level increase & + 1 to LC check value.
  • Quanta Pool increased 2 points plus any Magic bonus.

While the starting Life Force is much greater than 2nd edition, the advancement bonus is much lower.  Thus the player will of necessity be focused on improving Strike value by  finding arcane weapons or artifacts. That is often the best hook for a story.