I’ve been having a discussion with one of my players concerning the speed at which the PCs level up (among other things concerning XP). He thinks that at the rate it goes as written in the rules is too fast to get a proper appreciation for the class. Specifically, he’s concerned that moves taken at levels 9 or 10 won’t get much use before a character has to retire or change classes. Unfortunately, we’re all still new to this game, so this is a sort of theoretical conversation for us — nobody’s actually hit level 10 yet (though I will admit this PC got to 7 really quick).
I understand his concern. He’s coming from more of a DnD background and is used to a longer investment in the characters. When you reach the max level so quickly its feels like the character’s story is finished before it’s supposed to. But I believe that having too slow of a progression leads to stagnation in character growth, something that DW works very hard to resist. Change is an important part of the game.
At this point I suggested we just keep playing the rules as written and see how it works for us, but I’m curious what everyone here thinks. Do the PCs grow too quickly or just right? Has anybody tried any alternatives to the “your level+7” rule? Did it work?
Actually, my players thought that it was too slow, so in my current game they petitioned for it to be 5+level.
I brought this up a long time ago. Adam and Sage said that it was just a matter of tweaking the numbers until they found something they were happy with. You’re welcome to do the same. Alternately, you can come up with ways to let the players spend XP like currency. Let the Wizard research new spells, or create magic items. Let the other players invest their own XP in those items. Let the cleric commune with their deity. So on and so forth.
As a GM I try to make sure the action of the adventure detours the leveling somewhat. I try and mdke it to where each adventure my players see a positive increase to their development. Either in levels or sometimes gear or knowledge.
I am sure you will that you and your player group will find a balance.
The combination of characters failing rolls less as they become higher level and the increase in XPs required for each level causes the progression to slow down more than you think it will.
I only award “story-based” xp. When a player rolls a 6- they get a Karma Point instead. These points can be spent later on a re-roll. For us this has made the pace of leveling up better.
I like that Mr. Lewis.
Great suggestions, everyone, and all things we have already or will possibly consider. We are aware of that curve, Joshuha Owen , but the funny thing is that this player thinks it should be steeper. I think the suggestion of adjusting the numbers will be the best bet. Maybe level+9 or +10.
Related to this discussion: has anybody met with resistance to the rules for advancing beyond level 10? Resistance like players who don’t want to change class or character. Should a GM allow a PC to play on without further advancement if they wish or adhere to the rules and tell them that they have to change?
What John Desmarais said is also what I have experienced. Also make sure your players FEAR failure so they are not getting easy points.
Enh. Continuing without level-based-advancement works fine, as does making a second character to play alongside your current one (getting an apprentice). Continuing /with/ level based advancement also works, but gets damned complicated. Changing the experience curve to 3x new level slows down progression without making the requirements too oppressive as you go on.
I’m in favor of using Compendium Classes as sources of extra moves that could take you up to level 15 or so.
That’s interesting Peter Johansen . Would you allow them to take class moves in those extra levels? Or are they strictly prohibited to compendium class moves?
You could go either way. It would essentially increase the level cap to 15, though you may want to stop awarding stat increases beyond level 10.
I’d let them continue gaining experience, and taking new moves every 17 experience points, but not actually increase their level or stats.
New moves could either come from their core class or unlocked compendium classes.
The retire option can be really powerful and gratifying! The character may retire to a life of happiness or luxury, get their happy ending, or they may retire to a position of great power and responsibility, shaping the world in important ways.
I just feel like pointing out that, as I interpret it, abilities keep increasing if you switch classes. So stopping ability growth really seems unescesary. Also keep in mind all stats are capped at 18 in DW so potentially you could keep switching classes and wind up with a character with all 18’s.
Sage and I had a short discussion about this last month. https://plus.google.com/113692337653837882568/posts/NtifzFkqQSa
Remember, as the character’s get more powerful they will be failing their rolls less, meaning that the rate of XP gain is slower at the higher levels also.