Picture the scene, you are a game designer, back in the 80s, perhaps your name is “Steve”, tasked with creating a dungeon crawler, but under the instruction to keep it simple, aim it at 10-12 year old market, but you want the players to keep their character from game to game and develop, invest and advance them.
Classic Advancement SystemStarting with a classic advancement system, you gain experience points (XP) through in-game accomplishments, at the end of each “level” you get the opportunity to trade these XP in (assuming you have enough) to gain a bonus / level up your characters stats. Simple and straight-forward.
So, what in-game accomplishments should gain you XP, start with the obvious ones, killing monsters and a bonus for fulfilling your mission objective.
So, considering the bonus first,
Bonus XP for achieving mission objective (must be stated at the start of each level: If the mission objective is completed successfully all (surviving) characters get a 100XP bonus each
Note: of course, not every level will have an objective, it may just be a pass-thru level or an escape from the dungeon level but that doesn’t matter. Equally some objectives may be harder than other so it doesn’t have to be a fixed 100XP that could just be a typical example, to be varied on a level by level difficulty basis.
So, uncovering the clues from the past buried in today’s edition, (feels like I’m creating a new hobby of board game archaeology, head lamp on, whip coiled on hip, dainty brush at the ready), we could assume that the reward system from Bastion of Chaos gives us a glimpse back into the murky past.
XP gained by killing monsters:
• Kill a Goblin = 10XP
• Kill an Orc = 20 XP
• Kill a Fimir/Chaos Warrior = 30XP
However our instruction is to keep it simple, part of that is minimising book-keeping, and tracking every single monster killed, and either writing down the XP bonus, or taking tokens out from the bank, seem too much book-keeping and too much chance of player forgetting (did I write down the 10XP from that Goblin I killed, or is the last 10XP scribbled down from the one I killed the turn before?)
So instead, we abstract this XP gained by killing monsters up a level. Let’s assume rooms on average typically have 10-60 XPs worth of monsters (and there will be exceptional rooms – Boos rooms but we’ll cover those later), so instead of having the hassle of tracking XP from every single kill, lets just say, whoever kills the last monster in a room gets D6x10 XP (another clue here maybe in the EA treasure card where you find D6x10GC?). On average this works out the same, but less book-keeping.
For exceptional circumstances where we have a room packed with monsters that would otherwise break this average principle, we’ll replace this standard D6x10 XP reward and just add a note to the room in the level that says “clearing this room, gives a XP bonus of 100XP, rather than the normal D6 x 10XP” or whatever fixed value better reflects the combined XP value of the monsters.
So that covers gaining XP but what about levelling up our character
At the end of each level, you can trade in 200XP to increase your attack dice from 2 to 3 or your defend dice from 2 to 3. Later on, you can trade in 500XP to increase your attack dice from 3 to 4 or your defend dice from 3 to 4. Later still maybe you can trade a 1000XP to increase your attack dice from 4 to 5 or your defend dice from 4 to 5. You get the picture.
Note: Obviously if you haven’t got enough, or you have XP left over after the transaction then it carries over to the next level.
So now we have first draft / working version of our advancement system as below:
Gain XP by…
1. Killing all monsters in a standard room = D6x10 XP
2. Special rooms, are an exception, where you get a fixed amount detailed in the notes of say 100XP or 150XP for clearing the room (based on the XP value of the monsters within)
3. Bonus XP for achieving mission objective: If the mission objective is completed successfully all (surviving) characters get a fixed XP bonus each, maybe 100XP but will vary depending on the difficulty of the level and not all levels will have an objective linked to a bonus.
Trade in XP at the end of a level, provided you have enough, any excess carried over as follows
1. 200XP for an upgrade from 2 to 3 on AD or DD
2. 500XP for an upgrade from 3 to 4 on AD or DD
3. 1000XP for an upgrade from 4 to 5 on AD or DD
But then, and this is the clever, ingenious part, so watch carefully. We HeroQuestify our working version.
Instead of referring to it as XP (Experience Points) we make it more atmospheric, more themed to a dungeon-crawler and call it Gold Coins
We introduce a ‘search the room for treasure action’ that can only be done once the room has been cleared of monster to get the standard D6x10XP reward or the fixed reward if applicable to that room.
Instead of ‘levelling up’ we call it buying better weapons (AD) or armour (DD) from some sort of virtual ‘shop’ between quests.
Now with this theme layered over the top we produce something like this
Acquire gold coins by…
1. Searching a room for treasure after any monsters have been killed and you find D6x10 Gold Coins (or in special rooms, instead of finding D6x10GC you find a fixed value of gold coins, maybe 100GC or 150GC roughly depending on the monsters in the room, these exceptional rooms and their reward will be called out in the Quest Notes. In fact lets take this up a notch and for these special rooms lets place a treasure chest in the room, as a visual prompt for this special gold bonus)
2. Some quests will have an objective, and some of those will come with a bonus gold coin reward. These quests, the objective and any bonus will be detailed in the parchment text at the start of the Quest so the Heroes know what they have to do to get the reward up-front
Between Quests: Present the opportunity for players to spend their gold on boosting their Heroes stats by ‘spending their gold on purchasing better weapons and armour from a ‘shop’’
• 200 gold coins to buy a Broadsword gives you 3AD up from the usual 2AD
• 500 gold coins to buy a Battle Axe gives you 4AD up from the 3AD that your Broadsword gave you
• 200 gold coins to buy a Helmet giving you an extra DD to 3DD
• 500 gold coins to buy Chainmail giving you another extra DD to 4DD
• 1000 gold coins to buy Plate giving you another extra DD to 5DD
Any excess gold is written on your character sheet and carried over to the next game
And now we have something that, with a few tweaks, resembles the HQ process that we are all familiar with.
A few tweaks include tweaking a few of the values, adding in some disposable throwing weapons, the diagonal and ranged attack properties to boost the number of attacking upgrades available without a hero ending up over-powered with 10AD, adding in some more flavour with a shield that cannot be combined with a battle axe, plate having a penalty, the Quest reward being a lump sum split between surviving heroes, so it auto-balances, more heroes easier Quest less reward each, less heroes harder quest more reward each, replacing the D6x10 gold with treasure cards that average to the same value but gives you more variety and control and can be expanded and padded with WM, potions, traps and the like.
HeroQuest gold acquisition and spending in a ‘shop’ IS the advancement system (but in disguise) which is why you have to be careful about taking it too literally when considering rule modifications (and quest notes) that cover such areas like:
• Finding equipment in the dungeon (this short-circuits the advancement system, and when you find a staff that is useless to anyone apart from the Wizard and he has already bought one, then we would all prefer the gold to choose how we spend it – less so with throwing knives, throwing axes and anything else disposable or limited use)
• Finding stuff in the dungeon that has a gold coin value so high that it makes everything you have found to date, look like loose change, and complete an upgrade path in a single hit (Borin’s Armour anyone, got to be worth 1000 Gold Coins and just given away…)
• Introducing rules that lead to your equipment breaking in certain circumstances, yes that is realistic in-game that weapons can break, but at a player level rather than in-game level, the weapons represent your Hero XP / Advancement Level, how exactly can you break your upgrade by hitting someone with it (and this would cover Rust spells)
• Recovering equipment from a fallen hero, in-game this makes sense, but at a level above this you are simply passing all the XP, from a now deceased character to a replacement character, instantly levelling him up, the end result being that the replacement character ends up exactly the same as the one who just died, so you might as well just do the computer-game version of dropping the original character back in from the top of the screen at the start of the next level (or if they all die the (re)start of the same level).
The other key area that is very, very difficult to achieve is the right balance between XP or Gold acquisition, your upgrade progress, buying stuff and running out of available upgrades or get over powered, either too early or just completely over-powered, making the opponents too easy, and the game no challenge, but I’ll cover this later.
On a separate but loosely related note, is anyone able to provide me with the correct terminology to smooth these conversations (or point me in the direction of a suitable book/website):
What is the terminology for the 'levels' that I'm referring to?
The "in-game" heroes exploring a dungeon, slaying monster, finding gold, rescuing a princess, versus the players, rolling dice, moving figures, levelling up their character stats?