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Lessons from the Isle of Joy: XP in a Survival Game

This post is, yes, me trying to convince you to check out my latest RPG project, the Isle of Joy over on Kickstarter right now. However, since I’m not used to selling my stuff, I am going wrap the sales pitch in bacon some short essays on actionable related to RPGs. Maybe they’ll be things most GMs have figured out for themselves, maybe not, but I’d like to share what I got from the experience of designing and playtesting the book. 

Today, I’m going to address how to handle the question of XP in a game where the focus becomes survival and/or exploration, and where gold and jewels stop being the most coveted treasure of all. 

I know, I know: in old-school games, treasure, above all else, drives how player characters collect XP. 

However, I’ll be honest: when it comes to RPGs, I’m actually interested in settings and scenarios where at least some of the “treasure” is more intangible, and how even dedicated treasure-hunters are likely to change tack once they become castaways or lost in the woods or whatever. Suddenly, just staying alive (and maybe figuring out a way to escape) take priority over any amount of gold and jewels, since it’s not like one can spend cash in the jungle. In a setting like this, it’s necessary to develop a different sense of what treasure is and does. Of course, that’s not to say that my players didn’t also harvest useful items along the way. One chance roll on a “what washes up onshore?” table was a game-changer for one of my players, turning his somewhat feeble older character into a force to be reckoned with (though, sometimes also, a threat to his own allies that needed to be carefully managed). Another time, a discarded toy led my players to a spot where they glimpsed a fragment of the secret origin of the Isle. 

The thing is that in a lot of old-school RPG systems, XP-for-gold (or XP-for-silver) is a hard-and-fast rule, and anything beyond XP for treasure (and a little for combat) isn’t really supported. There are lots of reasons for this, one of them being that it’s easy to bookkeep this and subject to fewer judgment calls. Another is that it encourages a certain kind of play. (It’s little surprise that players grind for XP willingly: our societies in the modern world are full of such systems and they’re really successful at driving our mass behavior, after all.)

However, if you’re dropping characters into a setting where gold and jewels cannot really buy them much, for any length of time, you’re going to have to contend with the fact that in practical terms other things suddenly become treasure. Proverbially, other things suddenly become “worth their weight in gold.” GMs might want to reflect that in how they award XP, and players might appreciate GMs doing so. 

Below is a kind of shot-in-the-dark taxonomy of the types of “treasure” that suddenly matter in a situation like that, along with thoughts on how a GM might award XP to encourage PCs who engage with it: 

I think the above forms of “treasure” taking more prominent focus is part of why a number of people in early reviews commented that Isle of Joy merges story gaming and old-school adventuring.  Is it heresy? (Maybe, to some.) Do I care? (No, since you can take it or leave it.)

Of course, the XP suggestions are all optional. It’s not like an enterprising GM can’t find ways of strewing treasure about, or—as I did in Isle of Joy—placing it in pretty obvious locales so that groups who want gold can go looking for it. It’s just that if XP is a behavior-reward system, one might want to consider what behaviors one is trying to encourage in players.  You can definitely just award XP according to the rules of OSE—or whatever system you use to run the game—but you should be prepared for some the players either to grumble about their XP awards, or for treasure to drive their decisions about what to do next. The further your setting is away from one where gold and jewels are the be-all and end-all of adventuring, the more you’ll want to at least consider a revised approach to XP.  

Anyway, if an adventure where this kind of stuff matters sounds appealing to you, please check out the Isle of Joy kickstarter. Backers just unlocked another stretch goal and we’re hoping to unlock some more before the campaign ends! 

 


  1. This happened during playtesting, in fact!

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