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Player Accomplishment

Leveling up in rules lite systems like the Basic Fantasy Role-Playing Game (BFRPG) may feel underwhelming for players. The Fighter class, for instance, gains no new abilities and instead simply gets a bit more hit points added to their total. Occasionally the Fighter class also receives a higher Attack Bonus, making it easier to hit opponents in combat. Contrast this character progression to a system like 5e in which every class gains more hit points, new abilities, and improved stats at almost every level. There are even optional rules for feats that can be chosen in place of the occasional stat bonuses. Of course, these two systems approach characters with different design goals in mind. Characters in a system like 5e are more akin to heroes: people with almost supernatural abilities. BFRPG characters, on the other hand, are meant to be a little bit better than average people but not much more than that. These characters become heroes (or villains) through their deeds rather than through their innate powers. Furthermore, 5e tends to be far less lethal. Though there are optional suggestions for handling character death in BFRPG, the standard approach is to simply have characters die if their hit points are reduced to zero.[1]

BFRPG also handles experience points (XP) differently. Typically, GMs should reward players with 1 XP per 1 gold piece (GP) obtained through adventuring. This method is arguably necessary because of the high risk of character death. Players will learn that they do not need to slaughter every monster that they encounter in order to gain levels. In fact, they are more likely to end up losing their characters if they treat combat lightly. Death is constantly a real threat even at mid- and high-levels in BFRPG.

There are a lot more differences that we could discuss here between these systems, but we should instead focus on the question at hand: how exactly can a GM help players feel accomplished in a rules lite system? How should a GM compensate for the seemingly lesser rewards for a character leveling up in BFRPG?

The spirit behind rules lite systems is meant to be encouraging to both GM and players. Just because there is no explicit rule governing additional benefits for character advancement does not mean that a GM and their players cannot come up with a rewards system together. A skill tree, for example, may allow players to feel as though their character is becoming more competent at various activities. Pursuing these custom-tailored options may require the most work from GMs and players, but has potential to be the most satisfying; it is an opportunity to make the game unique to the group and for players to have some input into the system.

We should also consider more abstract forms of accomplishment. Perhaps a player has solved a challenge through especially creative thinking. Their use of the terrain during a fight, for example, turns the tide of the battle. The player may already have a sense of achievement based on how well their plan worked out. This moment to bask in the glory of victory may be more satisfying than any additional mechanical benefits gained through leveling up.

In addition to the satisfaction found in creative play, players should be encouraged to develop their own goals as a campaign goes on. Perhaps a player wants to find the answer to one of the many mysteries or hooks that the GM has mentioned. Maybe a player wishes to help one of the factions or NPCs in the game world. Indeed, a player’s goal may be as simple as keeping their character alive for as long as possible.

Notes

  1. Chris Gonnerman et al., Basic Fantasy Role-Playing Game, (self-published, 2016), 152.