Gaining Levels in Free-Style Play
Concepts
A. Traits
B. Task Resolution
C. Skills
D. Wounds
E. Combat
F. Quick & Dirty
G. Magic
H. Ignobles
I. Advancement
J. Missions
K. Encounters
L. Digressions
I. Advancement Progression
So the player checks off a whole column of his nine Ignoble deeds, what happens? Well he progresses
along a Progression Path that allows him to start the campaign at a very simple social position and
eventually advance to the principal figures of the game. There are no arbitrary character classes in
free-style play. The player becomes more of a specialist or scholar, a warrior or a soldier, because
he has advanced his career, his life in such a manner. At the same time, the player is not forced by
game-rules to accept limitations – "I can’t use an ax, even to chop wood – and if I can chop wood,
why can’t I chop at foe?"
That’s the Big-Guys’ games, not free-style. A player will achieve certain bonuses and powers as well
as restrictions in his life-path. Our games won’t stop a wizard from using a sword or a squire from
attempting magic, they simply do so at less proficiency -- that Tasking roll vs the Simple roll. The
player might start as a certain motif of play, say a soldier, and quickly move to another as the
campaign changes.
The campaign is handed to the players in stages. They don't have to jump into play needing to
understand all the politics and intrigue. But later as they have many adventures under their belt,
they will have completed their Ignobles made enemies and friends and have a history which points
them to their next stage of actions and rates them in the importance in the campaign. Many a
would-be and unprepared squatter who claims to be an overlord, or system lord, will find he lacks
the contacts to survive in this role. But later on the tables, he can look forward to earning a
true place. With a cadre of followers to back up his ambition.
Use the Vox Populii to ask a question or offer a comment.
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