Rethinking XP for Gold And Why You Should Too (or not)

I love XP for gold. I especially love the effects this rule has on game play, game design, and theory behind much of what we know of the OSR. I am a firm believer that the way the game rewards play seriously influences the way we play the game (yeah, we play to have fun too, but it’s still there, nudging us in the right direction). Basically, earning XP is like “winning” in an RPG that uses them.

However, I’ve been reading a superb book on Game Design called Theory of Fun by Raph Koster (y’all should totally get it), and one of the insights I had, and one of the big lessons in the book, is that games teach us stuff in a controlled space. That’s mostly its main function. Most of the time we don’t even realize it’s happening, but that’s where the “fun” comes from in games, from learning and figuring out solutions to problems/challenges. And game designers can purposefully create games to change specific things. And that’s what I would like to do.

Spot art I made for Astonishing Swordsmen & Sorcerers of Hyperborea

XP for gold is great because it teaches us to find better solutions to tough problems. PCs won’t always resort to violence. Violence might very well become the last resort, as we all know our style of play isn’t big on balancing encounters perfectly.

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