Wednesday, May 17, 2023

Ambition Levelling

 A while ago I tried writing my own TTRPG. Turns out, that's hard and I did a bad job. There are parts of it I like even now, such as the class + subclass system, the alchemist and psion, the heavy emphasis on the d12, and an action system heavily inspired by Pathfinder Second Edition. My favorite part and the namesake of the system however, is the ambition system.

Ambitions represent a sort of modified milestone leveling that's prevalent in DnD 5e. Instead of relying on the GM choosing when players level, ambition leveling relies on player set goals and desires to level. This puts it somewhere in between gold for XP and milestone, where players are encouraged to go into the world and explore to level but there is also a narrative tied to their growth.

Ambition based leveling.

Ambitions are a representation of a character's goals, both long-term and short-term. A character should start with 3 ambitions, but can gain more whenever they find something new they aspire to do. I would be wary of having more than 10. Ambitions should be reasonably difficult to achieve but that doesn't mean they have to take a dozen sessions to complete. Building a castle is a reasonable ambition. So is finding a hoard of treasure or defeating the evil necromancer in the cave. A character needs a mix of both.

Ambitions are player-chosen with GM supervision. It is a player's idea what they think their character wants to get done, but it is up to the GM to make sure the player isn't picking ambitions that are too easy or too far away. Collective party goals are also ambitions. If the party is on the hunt for the queen's holy sword, they should ALL complete an ambiiton when they find it.

Whenever a player fulfills their ambitions, that ambition is completed. Once a player completes a number of ambitions equal to their current level, they level up. At level 1, completing one ambition is a level. At level 2, characters must complete 2 NEW ambitions to gain a level. Because character ambitions vary and some things are easier than others, characters will naturally level at different rates.

Why do it?

Ambition leveling is a simple and player directed way to level in games with a greater focus on narrative. The system won't work well for your generic dungeon crawl, but that's not its intended purpose. It's designed for games centered on faction play, drama, and narrative. 

The system is, I will admit, untested. There is a chance that leveling will occur too quickly or too slowly or any number of other flaws that I'm not seeing. That said, I am open to criticism on it. While I think the idea is sound I am sure someone will find something bad mechanically about it.

D20 ambition ideas.

Roll (d20)
Ambition
1
Destroy an evil
2
Find something of great value
3
Break an ancient curse
4
Learn something valuable
5
Find that which was lost
6
Steal something important
7
Kill something dangerous
8
Repair relations between two feuding factions
9
Join a secretive faction
10
Kill someone important
11
Help a faction do something of great importance
12
Start or end a faction
13
Explore the unexplored
14
Become a lord
15
Restore part of the world
16
Fulfill a prophecy
17
Overcome an internal struggle
18
Start or end a religion
19
Make a powerful ally
20
Do something truly evil

3 comments:

  1. How will play at the table actually unfold when a group of players have characters with multiple, different, even incompatible ambitions? Whose ambition is going to be set aside, for how long, in service of pursuing the ambition of someone else in the party? Should the system also mechanize character creation such that it produces parties that have shared or ambitions? (Maybe Beyond the Wall does this?)

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    1. I think part of the system working is that the players are going to have to have ambitions that overlap. Considering I expect players to have 10ish ambitions by 3-4th level, I don't think that's too weird, but I also am of the opinion that in any party the goals should generally line up.

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  2. Cool system, Pastel! It reminds me of a sub-system James Introcaso made for Roll20's Burn Bryte RPG called 'Story Paths.' You can read about it in James' words here: https://worldbuilderblog.me/2018/11/01/burn-bryte-story-paths/

    but the basic gist is you choose a Story Path (similar to your Ambition table) such as 'Face Fear' or 'Innovate.' Each Story Path has 5 events associated with it, each with an in-game reward (leveling up skills, for example) for completing the event, and many of them have a different reward if you are unsuccessful. It's a really cool way to add mechanics to narrative-based play.

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