Thursday, July 24, 2025

Three Models of Character Advancement

One of the aspects of Secrets of sha-Arthan that's been bedeviling me lately is character advancement. I've been trying to find an approach that both makes sense mechanically and feels appropriate to the setting’s tone and structure. I believe I’ve finally managed to thread that particular needle (something I’ll be talking about in more detail on Grognardia Games Direct next week). In the course of wrestling with the issue, though, I found myself reflecting more broadly on how roleplaying games have historically handled advancement and how those choices shape the experience of play.

After all, one of the more foundational elements of any RPG is its system for character advancement. How characters improve over time has a profound impact on gameplay. It shapes player incentives and directs the focus not just of individual sessions but of entire campaigns. While there are countless variations and hybrid models, I think most systems fall into three broad categories, each exemplifying a particular design philosophy. These categories are neither mutually exclusive nor exhaustive, but they are, in my experience, among the most common approaches used in games both old and new.

Objective Advancement: The Dungeons & Dragons Model

The traditional Dungeons & Dragons approach to advancement is probably the one most familiar to readers of this blog. Characters gain experience points (XP) for doing certain things, primarily defeating monsters and acquiring treasure. In OD&D and its descendants, including AD&D 1e, treasure was by far the more significant contributor to XP, sometimes by a significant factor over combat.

This approach to advancement is appealing in part because of its objectivity. The rules are clear about what earns XP and how much doing so nets them. Players know what kinds of activities will lead to advancement and this transparency encourages a particular style of play. Exploration, clever planning, risk management, and even negotiation (to avoid unnecessary fights) all emerge naturally when the primary goal is treasure not combat.

That said, this system is also clearly an artifact of game design rather than a simulation of anything. Despite attempts to explain it retroactively, there’s no in-world explanation for why recovering a chest of gold coins makes a thief better at climbing walls or a cleric suddenly able to cast a new level of spell. Advancement in D&D is largely a mechanical abstraction, divorced from the diegetic logic of the game world. Some players find this lack of in-setting justification jarring. Others, myself included, regard it as an acceptable (and often productive) mechanical contrivance.

Diegetic Advancement: The RuneQuest/BRP Model

A very different approach is found in games like RuneQuest, Call of Cthulhu, and other members of the Basic Role-Playing (BRP) family. Here, advancement is tied directly to what the character actually does during play. If a character successfully uses a skill, such as 1H Sword or Library Use, there’s a chance that skill will improve. The logic is intuitive: you get better at things by doing them.

This system is intensely diegetic. Improvement follows in-world logic and feels grounded in the character’s actual experiences. It avoids the abstraction of XP and provides a satisfying sense of verisimilitude. There's also something engaging about watching a character slowly improve in the areas he focuses on. Some characters become jacks-of-all-trades and others become specialists.

However, this comes at the cost of bookkeeping. Every skill use must be tracked and players must remember to mark those skills for later improvement rolls. In long-term play, this can become fiddly, particularly when characters have a large number of skills. It also risks encouraging behavior where players deliberately use low-probability skills just to have a chance at improving them, regardless of context.

Despite these quirks, BRP’s approach has had lasting influence, especially on games that prioritize character immersion and realism over abstract mechanics.

Narrative Advancement: The Milestone Model

The third common approach is often called “milestone” advancement. There are no experience points to tally nor skills to track. Instead, characters improve whenever the referee (or game system) deems that a “major” event has occurred, such as defeating a key antagonist, completing a quest, finishing an adventure, and so on.

This approach is most common in contemporary games, like Mörk Borg and its various spin-offs, though a versions of it exist even in current editions of D&D and Pathfinder. Its appeal lies in its flexibility and ease of use. It removes the need for careful tracking of treasure hoards or skill rolls and aligns character advancement with the narrative arc of a campaign.

However, it also introduces a great deal of subjectivity. What counts as a "milestone?" How long should characters go between them? Without clear guidance, milestone advancement can feel arbitrary and dependent more on the referee's whims than player action. It also risks undermining the sense of accomplishment that comes from overcoming difficult challenges. If advancement is inevitable, tied to narrative beats rather than earned through in-game actions, some players may feel less invested in their characters’ growth.

Moreover, milestone systems often flatten the pacing of advancement. In classic XP-based systems, players can level up at unpredictable times, sometimes quickly after a particularly lucrative dungeon crawl and, at other times, slowly, as they scrounge for minor treasures. That unevenness contributes to a feeling of dynamic progress. Milestone systems, by contrast, tend to regularize advancement, which some may appreciate but others may find dull.

Each of these advancement models brings with it certain strengths and certain limitations. The classic D&D approach encourages player choice and strategic planning at the cost of diegetic coherence. The BRP model is immersive and logical, but mechanically heavy. Milestone advancement is smooth and flexible but often lacks clarity and player-driven incentives. Designers and referees must both consider the kind of play they want to foster. Do they want a game that rewards careful play and tangible goals? One that simulates the experience of a character’s development? Or one that supports a tightly woven narrative with minimal overhead?

There are, of course, many other variations and hybrid approaches. Games like Pendragon offer their own takes on advancement, blending elements of these three models in novel ways. Other games, like classic Traveller, all but eschew mechanical advancement altogether. Nevertheless, these three remain, I think, the primary modes by which roleplaying games have handled the question of character growth.

As always, I am probably forgetting one (or more!) obvious examples of alternate approaches to advancement. If you know of a system that doesn’t fall easily into any of these categories or otherwise deviates from the scheme I've laid out here, I’d love to hear about it in the comments.

30 comments:

  1. I like all three methods of handling advancementWi, with no real preference.
    My main concern is Basic and Börg games (among others) handle the element of randomness in advancement.
    In these games characters with the same, long, adventuring life could have wildly different levels of competence - however unlikely.
    While character power is not necessarily equivalent to the character's (or player's) impact on the game, I'd like the distribution of improvements to be more even-handed.

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    1. We commonly have huge party advancement discrepancies, except when the PCs die at a higher than average rate: then the party is all 1st and 2nd level for a while. But when you roll up a replacement in the 9th level of a dungeon, suddenly your party strength could range from 1 to 11 or so. Balance (at least in this aspect) is not just overrated, it is something to be avoided.

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    2. I think it's mostly a matter of taste, and we evidently disagree .
      But I do agree that this kind of discrepancy is a lot less of an issue in D&D where it kind of tends to sort itself.
      In fact I didn't name D&D as one of the games I do have issues with, as it lacks the heavy randomness in advancement.
      But it's not so much imbalance in the party that I dislike, it's the fact that due to bad experience rolls in Mörk Börg your character can actually get worse and worse after each adventure, or that in Basic it can actually end up never improving their skills.

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    3. I agree! I don't like the randomness involved in character advancement. It can often make no sense given PC actions. Choice makes more sense to me.

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  2. I'm not entirely sure if it wouldn't fit into one of the other categories, but games like HERO System (Champions and so forth), GURPS, and similar games have what might be called a "Participation" model, where a small number of points, with small variation (3-5 points is a common range) to cover a GM's subjective evaluation of the quality of play according to various arbitrary factors, are awarded each session. Since the range is so close, this amounts to a relatively fixed rate of character growth over time, and so is mostly dependent on how often the player shows up to play.

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    1. In Champions, too, the interesting thing is that players could make incremental improvements to skills or abilities, or bank the points to be used to gain new powers, either by "discovering" a new way to use a power set, or by getting a completely new power set ("radiation accident.") So some players advance slowly and surely, and others appear not to advance at all.

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  3. Really interesting article. I feel that the Narrative and Objective are effectively the same system just removing the need to track advancement towards a goal. The key difference is that ALL aspects of your character that can improve go up at the same time either when you get 10000XP or a milestone is achieved.

    I think the real difference in systems is whether it is an all in one, or progression on individual components of your character - whether use led (BRP) or experience gained (HERO, Savage Worlds),

    Great read though.

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    1. Popped in to approach this topic. Rather than suggesting one or the other is the system (how you accrue advancement vs how you "spend" advancement), I think they are two layers.

      Both influence game play, expectations and goals - both short and long term. Both layers also act as both attractants and deterrents for players. The objective vs subjective "levelling" axis has just as much impact as the mechanics of advancement tied to levelling axis.

      As such, I think it is at least a 3x3 matrix:

      a) Experience awarded by objective criteria;
      b) Experience awarded by both objective and subjective criteria (like oWoD or SR, for instance..."1 point for survival, 1-3 points for mission success, 1-3 points at GM discretion" kind of thing);
      c) Levelling awarded by fiat, wether milestone (GM says "You all level up") or points ("You all earned 10,000 exp because I think that feels right")

      crossed with

      1) Characters move up by level and all/most numeric elements change with some minor variation (like (A)D&D, accounting for proficiency, spells, etc);
      2) Character move up by level with numeric impacts based on level, but also "spend" available advancement to improve certain elements of their character (like Rolemaster);
      3) Characters do not have an associated "level" and advancement is used to either "buy" improved ability (like Shadowrun) or reflected by changes in the character (like BRP).

      All of the combinations certainly feel different to me, and I could easily prioritize my preferences.

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  4. Many years ago I experimented with a system in which each player could propose an advancement for his or her character, and then the others voted for or against. I made it part of the "recap" at the start of each session: each character briefly had to tell how he experienced the previous session, and then make a short statement why a specific stat or trait would become better. The other players could vote whether it was indeed the case. I even used a rule that is all players voted against, the stat or trait got a negative advancement :-) The whole idea was that advancement would be tied in to the narrative.

    It worked for a while, but then players started to make deals about their voting behaviour, so we abandoned the whole idea :-)

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    1. That sounds really cool! And inspiring. I may try introducing this next time a new game starts up. Seriously, I'm feeling _excited_ just thinking about it. Thanks for this!!

      (I can see how it relies on a 'high-trust community' to work as intended, but I think we've got that going where I am.)

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  5. I think this technically would fall under Objective Advancement, but I might flag Powered by the Apocaypse style advancement as its own thing. Traditional XP systems act as a motivator to get players out of the tavern and generate external conflict (go do some things that may get you killed). Powered by the Apocalypse also gives you XP for doing certain things, but its motivating you to do things that will screw over your fellow players and generate internal conflict. This can be great if you've got a lot of players that are down for a less pulpy, more soapy kind of a game, but it also can make external confict feel like an afterthought, since the mechanics dont really reward you for engaging with dungeons and/or dragons.

    Also games where advancement

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    1. woops, looks like I hit enter too soon.

      I'm increasingly interested in games like Gangbusters, where advancement is kind of an afterthought, and progression is more about the accumulation of power, prestiege, and wealth. There's very little abstraction in these games, as "take over the lower east side bootlegging circuit" is both the obstacle to advancement and goal of advancement.

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    2. Gangbusters has a really interesting XP/advancement system. I should write a post about it some day.

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  6. Milestone xp isn’t entirely new. In the original Arduin Grimoire there’s a guideline for giving out experience for being the point man, disabling a trap, and other things of a heroic nature.

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  7. I'm surprised (shocked! appalled!) that you of all people wouldn't mention the Traveller approach, of simply not having rules-based character progression, that any such progress is _purely_ within the story of the game and not in the rules. Which makes me want to reserve the label 'narrative advancement' for that approach. (I'm talking about CT here, I hope it goes without saying -- not later systems that tended to include some kind of usually 'simulationist' flavored rules. )

    Speaking of which, isn't GURPS the locus classicus for that model? I mean ones where the sole mechanism for character (stats/rules-wise) development comes through the GM's ad hoc distribution of fungible points on the basis of both player behavior and narrative developments? (I'd rather call it something like the 'theatrical approach' than 'narrative', for just that reason.) Maybe I have my chronology messed up but that was my impression, anyway, that it was out there on the market by the end of the '80s. Quickly adopted (and much streamlined) by the White Wolf gothverse, and I'm sure many others, and onwards.

    I'd really love to see sha-Arthan just go totally CT-style nuts here. No mechanics at all for it. All the change happens in players talking to each other. It'd be glorious! I dunno, not everyone has a deathwish for their creations, though... ;)

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    1. Narrative advancement works great from the GM's point of view. But in my experience, players want something more tangible, a goal to work towards. Character advancement is in sense the real objective for the players, and to take the mechanics for character advancement away from the players makes them lose control, and many don't like it for that reason.

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    2. Uh...Traveller is emphasized at the very end of the post.

      One of the things about progression is that video games were inspired by D&D to objectively calculate XP and level advancement in real time in video rpgs (and video games in general), which had an influence on the expectations of advancement in later tabletop games. Thus in digital, advancement became a hybrid of diegetic and objective, calculated simultaneously with action.

      This actually narrowed gameplay, stripping it of much creativity. The "open world" concepts, of say Zelda: the Breath of the Wild, attempts to simulate the creative freedom of the original advancement mechanics, but there is still much lost in translation.

      However, the influence of video game approaches is probably what has neutered D&D from 3rd or 4th ed. forward, which has placed the Narrative Railroad on overdrive. Ironically, this is probably what drove the Narrative Advancement approach - an approach so subjective and unmechanical that computers can't replicate it, and creative freedom is brought back into the game.

      Enter AI...

      Related:

      Julian LeFay, the video game genius behind the aborted Sega project to bring Traveller to video games (my guess is it would have been something akin to Knights of the Old Republic, years ahead of time, had Dreamcast not shot itself in the face.), has passed away. He's worth noting for many things, but worth noting here for his virtually unknown connection to Traveller:

      https://voxday.net/2025/07/24/rip-julian-lefay/

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    3. Completely agree with you here; processes in video game <-> TTRPG ecosystem doesn't get its due attention I think.

      re: Traveller, given James' known tastes, I was just shocked that he didn't put it front and center ;) The biggest option in 'character advancement rules' is, of course, whether to have them!

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    4. Narrative advancement is not that fun to play: it's kind of like the old "boxed text" things that the DM was supposed to read to the players, but almost never did. Yes, it technically "infodumps" and advances the player, but it is silly to wait for stopping points to do it. Why not just say in the course of play "that was a very clever way to dispense with that goblin without spells or weapons, you now have an insight into their weaknesses. You are now +1 to attack goblins." (or 20XP, or "favor with goblin diplomacy" or whatever.)

      As it stands now it is very tempting for players to curry narrative favor with the DM rather than exploring things naturally, but that's a game in itself. Just a different game.

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    5. The classic popular Elder Scolls single-player games Morrowind and Oblivion (Skyrim to a lesser extent since the skills system was gutted for simplicity's sake) are maybe the paradigmatic example of diegetic "you are what you do" system. Computers are made for keeping up with the sort of mechanics-heavy record keeping the diegetic model requires. A stealthy archer with no lockpick skills, a heavy armor fire mage specialist, a smooth-talker who can persuade anyone in any situation to do pretty much anything they're able to do game-wise while also being a master at small-blade fighting, or all of the above if you've got the time and inclination; the skills you use advance, the ones you don't use, don't advance.

      All the folks involved in the creation of the original Elder Scrolls games were big Glorantha fans, so this shouldn't be a surprise. More surprising, perhaps, was that us old-schooler's very own Lawrence Schick was the loremaster and one of the head story people over at the Elder Scrolls Online for many years - I say surprise, since that game is a pale shadow of its single-player forebears, certainly in part because an MMO isn't a single-player game, though not entirely. Though come to think of it, Schick left in 2019, right before ESO started to become truly awful, so maybe Lord White Plume was the engine that made it work early on. Sorry, I'm think-typing now.

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    6. @Anonymous who starts "Narrative advancement is not fun to play", I am sincerely disoriented. How does it lead to infodumping? How does it make you wait for stopping points? (Unlike awarding XP at the end of sessions or adventures??) What makes 'curry[ing] narrative favor' a different and bad inducement in game design compared to 'collecting imaginary wealth and killing enemies' -- or 'cleverly solving the GM's puzzles' for that matter? Etc. I feel like you've had a whole different experience, a really wild and kind of dark one, than I have in the last 30+ years of playing with that kind of 'character progression' system!

      @Anonymous starting with "The classic popular Elder Scrolls", I've thought about that too sometimes and wondered why more CRPGs -- to the extent they haven't just developed in the direction of 'customizable action games' -- haven't leaned harder into the BRP-style character development, given the strengths of the medium. And then things like the new 'Baldur's Gate' game kind of astonish me, the console/desktop simulation of a very specifically tabletop physicality of an RPG... surreal. Decadent :)

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  8. I tend to look at advancement methods in terms of what they reward. I’d argue that the distinctions are between advancement methods that reward what the game was made for; that reward learning and manipulating the game’s rules (that is, where advancement is explicitly a sub-game); and that reward knowing what the game master has prioritized.

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  9. Shadowrun uses both Objective and Diagetic advancement. Karma increases skills and abilities, but getting paid in nuyen is still necessary to upgrade equipment and cyberware.

    Godlike uses Will points to resolve conflicts between its super powered characters, but those points are also used to increase abilities. They are mostly earned or lost through in-game actions, but their primary purpose is fueling the character's super powers with advancement serving as something of a secondary function. It's a little like having to spend experience points to cast a spell or use a magic weapon.

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  10. I think milestone advancement WAS less popular with players. Then Critical Roll came along and changed the culture, and at least among the younger players I talk to seems to be the MOST popular way to handle leveling up.

    Honestly, I tend to be fine either way, although I think a pretty common rookie mistake is to confuse "milestones” with "whenever my table feels like advancing”.

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    1. Just because it's popular doesn't mean it right.

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    2. Milestones are fine for amateur theater. There are a whole host of young/new rpg fans who like performance games. They are as far removed from Braunstein, Blackmoor and real D&D as Legos are from scale model hobbies. I think therein lies the tension: it may be a large dent, but it is divided into two chambers by glass that everyone mistakes for a mirror.

      It's why groups who enjoy creation and adventuring lean into OSR, even if just to use it to develop their own stuff: that's what it was made for.

      Video games and "modern" rpgs are literally running off of scripts. Critical Role is an actor's troupe donning the costume of RPGs for the purpose of entertaining an audience. Had someone livestreamed (or rather "close circuited") Arneson and Gygax in a session, it would have been much closer to this:

      https://www.youtube.com/watch?v=PKZuafM-bwg&t=312s

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    3. Amen blackstone.

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    4. I find that 1984 clip of a session much more entertaining to watch than Critical Role.

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  11. I've adopted the Hackmaster 4e approach to experience (which is largely based upon 1st and 2nd ed AD&D):

    --- XP for defeating monsters/NPCs by kill or otherwise stop them
    --- XP for magical treasure
    --- XP for individual classes:
    EXAMPLES:
    thief: successful disarm/defeat trap, ingenious use of a thief ability
    wizard: ingenious use of a spell, making potion/scroll
    fighter: 3+ critical hits, surviving a critical hit
    cleric: raising/resurrecting a character, making potion/scroll
    --- non-class specific:
    EXAMPLES:
    player has idea that saves the party
    defeating creature/NPC in single combat
    most damage dealt in a combat round

    this is not a complete list, but a good example of what I use, and it's works for me and my players.

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  12. James, will your game revision include XP for bringing beer?

    I think it’d be cooler if it did

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