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Task & Level System

PostPosted: Tue Jun 01, 2010 4:33 pm
by Chris Johnstone
Special thanks for Dean Sutter for the original Task and Level concept. Thanks also to Avi Waksberg for some suggestions and help fleshing out the current Task lists.

The ancestor of the Task and Level system presented here was a core mechanic in Wayfarer’s Song. But slowly, over time the various skills, attributes, and disciplines acquired advancement mechanics that freed them from a need for Levels. By the fifth or so rewrite of the game character Levels were looking eminently optional.
But the system as it was written seemed interesting and worth looking at again.
It has many advantages, and could be applied to any Level-based system (with a little modification) as a replacement for experience point-driven advancement systems.

So what does a Task and Level System involve? At its most basic a task system lays out a set of tasks that a character must perform to advance a Level. The Tasks presented here are linked to motives that a player chooses. If you choose Heroics for your player then you have to complete some heroic tasks to advance Levels.

Points in Favour…
No experience points: Xps are such an abstract concept that they can make a character appear to be little more than a form of battery sucking up power-juice.
Plot hooks: When a GM is feeling a little lazy, tasks can provide a wonderfully easy way to create plot hooks for players.
Player enthusiasm: My experience is that players like having something extra to aim for and keep an eye on that is particular to their character.
Acting in character: Tasks encourage supposedly heroic characters to actually act heroic, or devoted to their goddess, or greedy, or indulgent depending on a Character's motives.

Points against…
Levels: Some players hate the concept of Levels so much that they avoid any game system that has them.
Illogical Advancement: Why should singing in a pub three times increases a character’s general physical prowess? A very relevant criticism of Task and Level systems is that they often make no logical sense. Completing Tasks often results in increases of unrelated skills.
Erratic behaviour: Players will sometimes begin behaving out of character just to advance a Level. For instance a warrior character who has never spared a defeated enemy, ever, finds that to complete her heroic tasks this level she has to spare three defeated opponents. Suddenly she is sparing enemies left and right.
In-party competition: A group of characters who have to answer a plea for help to advance a Level may suddenly begin racing one another to answer the first plea they hear. In cases like this, as the Gamesmaster it is best to deem all characters to have completed a Task if they have made some reasonable effort to work together and do so.
Dissatisfaction with motives: players will sometimes choose motives that with a little game-play they discover do not really match their character concept. Be flexible here. Allow a Character to change motives if the player is very unhappy with their choice or feels that character has changed significantly since starting play. Alternatively, a Player may not like any of the lists available. In this case, you can consider stitching together a new list using bits and pieces of other lists and/or your own invented tasks.

Advancing a Level
When a character gains a level he or she gains in-game benefits.

Terminology
Level: An arbitrary measure of your character’s experience and attainment of goals. All new characters begin play at Level One. To advance to the next level you need to complete the appropriate Tasks.
Motives: Your character motive defines which Tasks he will have to carry out to advance a level. The motives used by Spellwoven are:
- Craft (to be completed)
- Enjoyment
- Feats of Magic
- Fellowship
- Glory in Battle
- Heroics
- Honour
- Justice
- Lord and Country (to be completed)
- Renown
- Riches
- Wayfaring

Tasks
Each level has a set of Tasks that you need to complete to advance to the next level. The Tasks vary depending on your Motives.

Vows
Vows are permanent tasks that must be upheld for at least three game sessions to be considered completed, and then adhered to more or less for the whole life of the character. For instance to complete the Vow: Never assault an unarmed person, you must not attack an unarmed person for three game sessions, and then for the life of your character endeavor never to assault an unarmed person. Once you've completed your three game sessions, even minor infractions on a vow are considered serious, and could add a curse to the Character at the Gamesmaster's discretion.

Enjoyment

TWO
Shout three rounds of drinks
Eat a seven-course meal
Pay a minstrel to play or sing for an entire evening

THREE
Attend a splendid feast
Dive into a barrel of wine, ale, etc.
Spend three nights dancing and revelling

FOUR
Underwrite a small festive celebration
Purchase 50 silver worth of luxuries and use them up
Spend a week doing nothing but relaxing

FIVE
Attend a magnificent feast
Underwrite a festival
Sponsor a rich prize for a friendly open contest

SIX
Attend week-long festivities
Host a magnificent feast
Spend a week indulging continuously

SEVEN
Vow: Choose an indulgence, and never ignore an opportunity to indulge
Host a sizeable festival
Purchase 500 silver worth of luxuries and use them up

EIGHT
Introduce three naïve youngsters to a favourite indulgence
Host a large festival
Attend a legendary feast

NINE
Host a legendary festival
Overdose on an indulgence
Visit otherworldly festivities

TEN
Host a festival, wedding or event that is attended by gods or godlike spirits
Sponsor a series of month-long celebrations in a city
Pay to have an epic poem of extraordinary length and skill written about you and your exploits

Favour

TWO
Visit a shrine
Attend a holy festival
Gain the blessing of a holy person

THREE
Leave substantial offerings at three shrines
Attend the holy festivals of three god-spirits
Seek instructions on how to impress the spirits from respected holy person

FOUR
Restore an abandoned shrine
Destroy a blasphemous shrine
Convince a town or settlement to build a shrine

FIVE
Complete a quest given by a holy person
Convert a follower to serve your god-spirit
Destroy a blasphemous artifact

SIX
Build a shrine with your own hands
Convert a follower to devote their life to your god-spirit
Help kill a dangerous unholy monster

SEVEN
Build a shrine with your own hands in a remote location
Live for a month in meditation on hallowed ground
Recover a hallowed artifact

EIGHT
Sacrifice amazing riches to your patron spirit
Complete a quest given by a god or godlike spirit
Preside over the wedding of a king and queen

NINE
Destroy a city that worships the darkness or a fell spirit
Help kill an unholy terror
Start a cult

TEN
Preside over the wedding of a god or godlike spirit
Lead the over-turning of an army that serves a fell spirit
Lift shadow from a land and restore it to nature and light

Feats of Magic

TWO
Survive an adventure without using weapons or armour
Take three Mind skills to Rank 8
Meet an Undead

THREE
Visit ancient ruins
Defeat three opponents in a battle using only magic
Devise three of your own spells and use them

FOUR
Meet an enchanted creature
Find an ancient relic
Tame of banish a minor fell spirit

FIVE
Save a friends life using magic
Recover an ancient relic and discover its past
Take all of your Mind skills to Rank 10

SIX
Help defeat an enchanted opponent or a creature in battle using magic
Meet and converse with three very learned practitioners of magic
Acquire the lorebook of a long dead magician

SEVEN
Defeat an enchanted opponent in battle using magic
Defeat three practitioners of magic at once using magic
Acquire the focus (e.g. staff) of a long dead and powerful magician

EIGHT
Visit three sites of focused magical power (eg. Haunted lands, places of old battles)
Using magic save a friend from death
Sponsor a competition of magical aptitude

NINE
Win a contest of magical strength
Acquire three unique books of lore
Help slay a powerful enchanted monster in battle using magic

TEN
Encounter and defeat one of the old powers of the earth
Visit lands of the dead, and return
Become guardian of a powerful and unique artifact that could change the course of history

Fellowship

TWO
Help a friend
Spend a night in conversation and song with friends
Give a friend good advice

THREE
Make a friend of a stranger
Travel a week to visit a friend
Save a friend from a bad decision

FOUR
Make a friend of an enchanted creature
Take up a small quest or undertaking to help a friend
Save a friend from a trap

FIVE
Make a friend of an unlikely stranger
Help two friends at substantial danger to yourself
Travel with nine friends for at least a week

SIX
Together with three friends, plan and execute a small quest that benefits you all
Take all your Presence skill to Rank 8
Make yourself beloved and popular within a day of arrived in a new town

SEVEN
Make a friend of an unlikely enchanted creature
Make friends of a lord, chieftain or equivalent
Perform three favours for friends without hope or want of recompense

EIGHT
Help a friend at the cost of substantial suffering and injury
Spend a week in the company of good friends
Make yourself beloved and popular within a day of arrival in a new city

NINE
Make friends of king, queen or equivalent
Substantially contribute towards for a friend's wedding or similar celebration
Undertake a perilous and dangerous journey for a friend

TEN
Befriend an elder power or godlike spirit
Visit three friendly houses in three distant kingdoms
Help many friends with a single act of sacrifice that does you substantial harm

Glory in Battle

TWO
Personally defeat three opponents in a battle
Survive a battle in which your allies are outnumbered
Survive an ambush

THREE
Win a battle when unarmed or using a greatly inferior weapon
Survive three battles in which your allies are outnumbered
Slay an opponent with a single blow

FOUR
Defeat two opponents with a single blow
Win a battle when unarmed or using a greatly inferior weapon
Acquire a lore-crafted or magic weapon

FIVE
Lead a skirmishing force to victory
Unarmed, defeat a large ferocious wild animal such as a bear
Hit two opponents with a single arrow

SIX
Help defeat a magical beast
Defeat a chieftain, lord, or equivalent in battle
Ambush an enemy force

SEVEN
Personally defeat five opponents in the same battle
Defeat a mythical beast
Take all of your Sinew skills to Rank 10

EIGHT
Defeat three opponents in a battle where you are alone
Defeat a general, king or equivalent in battle
Sponsor three martial competitions and put up rich prizes

NINE
Lead a sizeable army into battle
Defeat a great monster
Kill five enemies each on the first blow in a single battle

TEN
Lead a sizable army into battle and win
Successfully defend a besieged city
Successfully storm and over-run a vast and powerful stronghold

Heroics

TWO
Answer three pleas for help
Successfully encourage another to act heroically
Place yourself in danger to help a friend

THREE
Confront an enemy in battle who out-classes you
Hold off a serious danger while others escape
Successfully encourage three others to act heroically

FOUR
Undertake and complete a heroic quest
Fully outfit five young heroes
Lend your most prized possession to help another person

FIVE
Place yourself in substantial danger to help a stranger
Successfully encourage another to act heroically despite a substantial personal cost
Give away your most prized possession to help another person

SIX
Undertake and complete three heroic quests
Confront mortal danger to help another
Take all of your Sinew skills to Rank 8

SEVEN
Vow: Never ignore a plea for help
Defeat a troublesome and dangerous supernatural beast
Reunite two lost lovers

EIGHT
Place yourself in serious danger to save a village
Defeat a villainous general, king or equivalent
Help slay three monstrous and magical creatures

NINE
Place yourself in serious danger to save a city or several villages
Come to the aid of an entire kingdom
Help slay a monster of the elder age

TEN
Encourage an army of supernatural entities to act heroically at your own personal peril
Face down your most feared adversary in single combat
Inspire an outnumbered and desperate army in the face of over-whelming odds

Honour

TWO
Spare three opponents defeated in battle
Make a battle fairer by deliberately handicapping yourself in a way that causes you personal danger
Issue a warning challenge before three battles

THREE
Allow an enemy to rest before battle
Resist a temptation of the flesh
Make or meet three challenges to friendly combat

FOUR
Win three duels or friendly combats
Be honest in a situation where it causes you shame or great hindrance
Suitably avenge the honour of someone else who has been unfairly maligned

FIVE
Travel at least two weeks to put right a wrong
Thwart the plans of a nemesis
Make or meet a duel to the death

SIX
Fulfil a promise at substantial personal cost
Face a clearly superior foe to aid another
Make or meet three duels to the death

SEVEN
Take all your Sinew Skills to Rank 10
Face a clearly superior foe and aid another
Promise to undertake and complete a long and dangerous quest

EIGHT
Accepting responsibility for a superior's shameful actions
Fulfil the unkept oath made by an ancestor at great personal cost
Complete the quest you vowed to complete for Level Seven

NINE
Earn the honourable accolade of a king, queen or equivalent
Vastly over-interpret a promise you made to your own detriment
Travel a month to keep a promise

TEN
Keep to a vow or oath in the face of very likely death
Defeat your most feared enemy in single combat
Earn the honourable accolade of a god or god-like spirit

Justice

TWO
Bring a criminal to justice
Correct wrongdoing or a judicial oversight
Claim a bounty on a troublesome wild animal

THREE
Bring a criminal to justice
Outfit three young honourable warriors
Exact retribution for a wrong committed against someone else

FOUR
Return three stolen items to their rightful owners
Claim a bounty on a monstrous creature (e.g. troll)
Put right a wrong committed by a person of power

FIVE
Sit in judgement on a disputed case of law
Return unlawful taxes to a community
Put right a wrong committed by a powerful lord

SIX
Rescue an unlawfully or unfairly held prisoner
Bring justice to a powerful rebel, assassin or beast
Take Lore, Vigilance and Fortitude to Rank 10

SEVEN
Return three precious, stolen items to their rightful owners
Bring justice to a powerful lord, magistrate or monster
Seek justice for a ghostly spirit, thus allowing it to find rest

EIGHT
Rescue five unlawfully or unfairly held prisoners
Put right a great wrong done by an ancestor
Bring three tyrannical lords to justice

NINE
Help slay a powerful, dangerous and murderous monster
Lead a skirmishing force to exact justice for a crime
Depose an unjust King, Queen or Regent

TEN
Banish an elder fell power
Lead a sizeable army to exact justice for a crime
Seek justice to a host of ghostly dead, thus allowing them to rest

Renown

TWO
Perform in front of a crowd
Pay for the richest rooms and food in three inns
Begin introducing yourself using a by-name or epithet

THREE
Acquire a distinctive tattoo, ritual scar or style of dress
Invent a life-motto: state it whenever applicable
Ingratiate yourself with a court, baron or lord

FOUR
Introduce yourself to a King, Queen or Regent
Sponsor a concert or festival
Pay to have three short ballads composed about you

FIVE
Perform for a huge or prestigious audience
Organize a crowd of minstrels to sing together of your deeds
Ingratiate yourself with a court, baron or lord

SIX
Sponsor a magnificent concert or festival
Meet five people who have heard stories of you
Perform for a King, Queen or Regent

SEVEN
Meet five people from distant lands who have heard stories about you
Meet a King, Queen or Regent who has heard stories of you
Perform for Kings or equivalent in three lands

EIGHT
Sponsor a legendary concert or festival
Start a fashion or popularise a saying
Act in a way that draws idle attention for three sessions

NINE
Meet a King, Queen or Regent from distant lands who has heard stories of you
Become famous for great deeds across a wide kingdom
Perform for an elder power or godlike spirit

TEN
Meet an elder power or godlike spirit that has heard stories about you
Visit three towns or cities where the residents organize celebrations in your honour
Pay a historian to chronicle your life in all its detail

Riches

TWO
Hoard 5 silver for three sessions
Find a horde worth 50 silver
Acquire an item worth at least 10 silver

THREE
Over three adventures buy a round in each tavern you visit
Personally acquire the contents of a strong box or treasure chest
Pay to have your clothing, weapons or armour finely decorated

FOUR
Acquire an item worth at least 100 silver
Pay to have your clothing, weapons or armour ornately decorated
Follow a rumour or map to a hidden treasure

FIVE
Acquire the contents of three strong boxes or treasure chests
Acquire an item worth at least 100 silver
Acquire substantial treasure from following three rumours or maps

SIX
Receive a valuable gift
Raid a substantial horde
Defeat a foe guarding substantial treasure

SEVEN
Make at least 500 silver by profiting through trade and sale
Give three valuable gifts
Raid three significant hordes that are actively guarded

EIGHT
Acquire a very valuable horde and stash away for later
Acquire an item worth at least 1000 silver
Be given three gifts from three personages of standing

NINE
Uncover ancient, forgotten riches
Find and acquire part of a huge defended horde
Gain a profitable position of standing and influence

TEN
Make at least 1000 silver by profiting through trade and sale
Establish a house with at least three secret treasure rooms
Own at least five items that are unique and effectively priceless

Wayfaring

TWO
Survive three adventures
Visit three cities or towns
Travel for a week sleeping under the stars

THREE
Pass through a forest, a cave and a swamp
Acquire a fine riding horse
Tell stories of places you have travelled in three different inns or taverns

FOUR
Travel over a sea or ocean
Acquire three useful maps
Pass through another sizeable realm

FIVE
Travel over a sea or ocean
Pass through three different sizeable realms
Meet a king, queen or equivalent

SIX
Travel through a forest, jungle, cave, ruin, desert and swamp
Meet a king, queen or equivalent from a distant land
Pass through five different large realms or kingdoms

SEVEN
Visit another continent
Meet the kings or equivalent of three different realms
Acquire a riding horse of remarkable value

EIGHT
Visit another region so distant it is near-mythical
Pass through ten different large realms or kingdoms
Successfully use three skills in an adventure that no other player used

NINE
Visit three realms ruled by enchanted creatures
Acquire a legendary riding horse
Have visited the court of twenty kingdoms or equivalent

TEN
Visit the undying lands where godlike spirits dwell
Meet an elder power
Visit a land so distant to your own that the people there have never heard of men, dwarves or elves

Questions and so on...
I'm going to add at least two additional motives 'Lord and Country' and 'Craft'. Lord and County will focus on tasks associated with doing what's best by your nation (think of Boromir and Faramir) and Crafts will focus on both acquiring and making your own examples of remarkable craftsmanship in a given field.

Let me know if you have any suggestions for Motives that I haven't covered. I had 'Power', but eliminated it because it encourages a lot of, erm, quite dysfunctional and slightly silly behaviour on the part of players.

Re: Task & Level System

PostPosted: Thu Jun 03, 2010 8:31 pm
by SheikhJahbooty
Ever since I saw the first hints of this way back in early drafts of Wayfarer's Song, I've been curious as to what tasks you imagined would advance someone to higher levels.

Maybe that's embarrassing to admit, but I have been waiting to see this list for that long.

Pure awesome.

So skills don't advance based on level? You have to advance skills separately to earn some levels? OK, I'll wait to see those separate advancement rules.

What kinds of things were going to go on the Power list? It might be nice to have a list of tasks to advance that relates to one's position in an organization. Of course, with these to work from, it would be a lot easier to come up with another motivation list, stuff like, get promoted, outshine a rival, defeat an enemy of the cause, etc. I suppose that's not really power, but more status.

Re: Task & Level System

PostPosted: Sun Jun 06, 2010 11:03 pm
by Chris Johnstone
Thanks. These are quite a lot of fun to write up. I've pasted the Lord and Country and Craft tasks below. The Lord and Country tasks could easily be modified to fit a guild, order or non-nation organization. Lord and Country is a lot more functional than Power which was based around a Saruman sort of power-grab--the Power path required a lot of 'exploit people to your advantage' and 'gather a army to you' sort of tasks that led to (admittedly fun) total party kills a bit too often.

My current skill advancement system is this:
- Each time you advance a level, add a bonus rank to three Skills
- Each time you roll one or more natural 1s or 20s on a Skill roll add a 'notch' next to your skill. You can only acquire one notch per roll. When you have 10 notches, add a rank to your skill and reduce notches to zero.

This means that the 'Take your skills to' tasks act as a sort of regulator to prevent meteoric rises through the levels, but aren't too onerous. By carefully allocating the bonus ranks at each level, most Characters should sail through the Skill requirements with only a little bit of 'notching up' required.

Lord and Country

TWO
Answer a pleas for help from a countryman
Officially swear fealty to a nation and liege-lord
Place yourself in danger to help your nation

THREE
Before three battles or conflicts issue a war-cry equivalent to 'For Nation' where 'nation' is your country
Successfully undertake a task given to you by an official of your nation
Pay to have your arms and clothing decorated with the symbols of your nation

FOUR
Undertake and complete a heroic quest that furthers your nation
Fully outfit five young heroes of your nation
Achieve a minor office or rank

FIVE
Place yourself in substantial danger to defend a stronghold or village of your nation
Undertake a substantial task that puts in the favour of your liege-lord
Obtain and gift to your liege-lord an object of substantial value

SIX
Achieve a moderate rank or office
Encourage a band of soldiers or heroes of your nation to confront a mortal danger
Take all of your Presence skills to Rank 8

SEVEN
Vow: Never betray your nation or liege-lord
Defeat a dangerous supernatural beast that is plaguing villages or lands of your nation
Undertake a question given specifically and especially to you by your liege-lord

EIGHT
Attain a lordship or other high rank of office
Defeat an enemy or rebel general, king or equivalent
Help slay three monstrous creatures that are a threat to your lands

NINE
Place yourself in serious danger to save a city or several villages of your country
Undertake a quest that gives aids to your entire kingdom
Help root out and destroy an elder evil that threatens your lands

TEN
Encourage an army of your nation to act heroically at your own personal peril
Strike a substantial victory on the field of battle in the name of your nation
Achieve a princedom or other very high rank


Crafts

TWO
Make three useful but not necessarily magical craft items
Successfully make one Lesser lore-crafted item
Make one 'ephemeral' craft item: potion, herbal remedy, powder etc.

THREE
Visit an ancient forge
Defeat three opponents using one of your crafted items
Make and give away two useful lore-crafted items

FOUR
Make an object of beauty and gift it to a lord, noble or equivalent
Earn the gratitude of a magician or magical creature through the application of your craft
Craft a Lesser will-crafted object

FIVE
Craft three greater lore-crafted objects and give them to those in need
Recover an ancient relic and discover its past
Take all of your Mind skills to Rank 10

SIX
Help defeat an enchanted opponent or a creature your crafted objects
Meet and converse with three very learned practitioners lore or will-crafting
Visit famed forges of a kingdom of elf, dwarf and men

SEVEN
Defeat an enchanted opponent in battle using your crafted objects
Craft a Greater will-crafted object
Acquire an Elder object of power, either lore- or will-crafted

EIGHT
Visit three sites of focused magical power (eg. Haunted lands, places of old battles)
Use a crafted object to save a friend from death
Craft five Greater lore-crafted objects and give them to worthy young heroes

NINE
Win a contest of craftsmanship and artful beauty
Acquire three unique lore-crafted objects that are at least an age old
Help slay a powerful enchanted monster using your own crafted objects

TEN
Encounter and defeat one of the old powers of the earth using your own crafting objects
Successfully make an Elder will-crafted object
Become chief guardian, patron and protector of a famed forge or artisan workshop where wondrous things are made

Re: Task & Level System

PostPosted: Tue Jun 08, 2010 8:33 pm
by SheikhJahbooty
Two things:

Now that I think about it, the way attributes work, plus this task system, together offer such strong and stylized niche protection that character classes may not really be necessary.

and

Last year I was in a Burning Wheel campaign. In Burning Wheel skills advance based on how often they are used. (iirc) A level 5 skill advanced when you used it successfully 5 times and unsuccessfully 5 times in challenging situations.

The effect of this rule was that play slowed down to such a crawl that we had to come up with a different skill advancement scheme, and eventually stopped playing Burning Wheel altogether.

That one rule ruined our fun.

Every time the GM said, "Yeah, that sounds like a good plan. You succeed." we were annoyed. He robbed us of a chance for advancement by not asking for a roll. Every time we came up with a good plan so that the GM set the difficulty low, we cursed our ingenuity. If we had just done it a dumber way, he might have set the difficulty higher, and we would have earned advancement for that skill. We wanted to build our characters into great heroes to take on the god-kings of the Melnibone-ish world we'd made up, but we were role playing too much, and not roll playing enough. Every time we caught ourselves role playing, we stopped so that we could earn advancement.

All this to say: I have recently become very wary of advancement schemes that award advancement based on how often a skill is used, rather than at the end or beginning of a session.

If you're married to this "notch" system, it might be worth it to look at Full Light - Full Steam. There is a rule in there such that anyone at the table, not just the GM can ask for a roll at any time to justify what anyone at the table is narrating. I don't remember anything else about how it works right now, (for example, if you say, "My character get's up and goes to work on time." can another player say, "Roll for it!") but I think we could find out more with a little research.

Third thing: You're right, a modified version of King and Country was exactly what I was thinking of, for wizardly or priestly characters.

Re: Task & Level System

PostPosted: Tue Jun 15, 2010 4:57 pm
by Chris Johnstone

Re: Task & Level System

PostPosted: Tue Jun 22, 2010 7:18 am
by SheikhJahbooty
I very much dig everyone at the table giving out notches toward skill advancement.

It might be really nice for each player to have a certain number to give out, perhaps the difference between 20 and the character's highest ranked skill, of half the difference, something to tinker with...

I think giving players a certain number per session would be nice because it would encourage stunting, cleverness, ingenuity early on in the session but by the time people are tired, there's no more points to give out anyway.

Plus, lowering the points based on the highest skill level would discourage min/maxing.

I'm not sure if the GM should have a number of notches to give out based on the number of adventurers, or just an indefinite amount.