Using 3 Pillar XP in D&D as 5 Questions

I posted in February last year about using XP awards to train your players, and the problems of various methods of XP accounting. I mentioned in that post that I would experiment with rewarding players for telling me more explicitly where they wanted to go in their next session. It turns out, that particular group of players never developed the habit of telling me explicitly what their characters’ goals were despite my repeated encouragement.

I also mentioned the reddit thread about Improved 3 Pillar XP, and said that I didn’t want to use it. I didn’t want to use it because it seemed like it would require more accounting than I was interested in doing. But since Covid-19 has moved all my gaming online and I’ve made more quick reference materials for myself in google docs, I decided that I’d try building a spreadsheet to run the Improved 3 Pillar XP calculations for me.

I think the golden moment for me—the moment that convinced me to throw together the basics of the Improved 3 Pillar XP categories in a spreadsheet—was seeing that I could simplify all XP gain into a series of questions at the end of a session. Those questions:

  • Did the PCs recover any notable treasure?
  • Did the PCs explore, defend (suggested by my sibs), or takeover an important location?
  • Did the PCs ally an important NPC, or align them towards PC’s causes / away from foes’?
  • Did the players interact with each other in character?
  • Did the PCs circumvent or defeat any foes?

When I shared my quick and dirty first notes with my sibs, they rapidly made a separate interface that I’m actually quite happy with.

Now I have a spreadsheet that will take direct input from me about how much I want to reward my PCs as a proportion of their next level, with input categories spread across exploration, social interaction, and combat. The best part, as far as I’m concerned, is that this is also flexible and easy to expand.

If I want to try adding other categories of behavior that I wish to reward, I can either include those as expanded qualifying cases for the above questions (by changing an existing question) or I can add another question and reward category. As someone who enjoys tinkering with spreadsheets, that isn’t a scary prospect… though I can understand it not being your cup of tea. Ideally, I’ll have all this put together in a good-looking easily-read format at some point. For now though, I’m trying it out and seeing how well it works. Do it bad quickly first, etc.

The first idea I had about expanding this was to try rewarding players for telling me about their characters’ plans and then having the PCs act on those. I realize that this doesn’t necessarily work with PCs who are too in-the-moment to plan ahead, nor does it work as well when the PCs are too busy reacting to every new garbage fire to forge their own path… but I think it could be useful in a more sandbox game, especially one with a more relaxed pace.

If you want to try building your own, I suggest copying all the various tables in the Improved 3 Pillar XP post into a spreadsheet first so that you know what you’re working with. If you’d like to try using what I’ve got so far, tell me so and I’ll look into sharing something that you might be able to use.

Children of Blood and Bone, by Tomi Adeyemi

CBB+Book+CoverShit Children of Blood and Bone is good. Tomi Adeyemi deserves more than praise for this.

The end of the book was all that I could have wanted and more, and I loved it. I finished it in tears, big warm heartfelt and healing ones, the kind I like. I would wholeheartedly recommend this book to anyone looking for fantasy YA, and I’d add it to the reading list I’ve made of works by Nnedi Okorafor, N.K. Jemisin, and Alaya Dawn Johnson (all of whose work you should also try if you haven’t yet).

Now, as often happens with YA these days, I did bounce several times nearly two-thirds through. My dislike of YA star-crossed romance tropes—and my fear and anticipation of the next guessed-at story beat—got the better of me. But each time, what Adeyemi actually wrought was so much better than what I’d feared. She did conform closely enough to the tropes for the story beats to be recognizable as those tropes, but she wrote them well. Better, she wrote them differently enough that I, as someone who struggles through those pieces of YA novels, enjoyed it. Tomi Adeyemi is skillful and capable, and she twists characters around and makes them suffer, and she does it brilliantly.

This book is beautiful and powerful and magnificent, it is evocative and compelling, I love it. And I absolutely admire it as craft and as message. Children of Blood and Bone calls out brutal truths about our own world. I fervently hope it reaches more people… and that we change our world.

Thank you, Tomi Adeyemi, for making this and sharing it.

I’ve already picked up Children of Virtue and Vengeance, the sequel.

Worldbuilding: The Mad Libs Approach

Building a setting piecemeal is sometimes difficult, but often fun and rewarding. By playing mad libs with your setting, you’re able to cram together a wild group of ideas that fill out your underlying concepts and give the whole thing its own distinct flavor. My favorite example of this was Continue reading

Blending Call of Cthulhu’s murderous one-shots with D&D

Call of Cthulhu—for all it’s other Lovecraft-inherited flaws—has traditionally done a good job of building expectations of death and insanity into the core of the game. Furthermore, it has done this in a way that builds tension for longer campaigns without (usually) compromising the characters central to those campaigns. CoC does this best by blending one-shots with longer campaigns.

D&D can make use of this! I plan to do this in a game I’m starting soon.

The way that Call of Cthulhu usually handles this is by using a one-shot to set the scene and tone of a longer campaign. Characters in those one-shots are sacrificial, and their survival is a surprise rather than a given.

While similar assumptions of character death underlie old school B/X D&D, those assumptions are less present in most 5th edition D&D games that I’ve been in (or run) recently. Many players have more heroic narrative expectations of their characters. But I want to use Call of Cthulhu’s murderous one-shots in a longer D&D game to give the players a better sense of the tensions and threats that await them.

My hope is to let players experience the fates of other characters (who are not their primary campaign ones). By uncovering the setting’s past, through magical archaeology or some other information gathering, I would let them play one-shots as characters other than their PCs. The players would know beforehand some of the conclusions to be reached in the scenes they played out, but they would otherwise be free to play those snapshots however they saw fit, and could have a chance to learn more about the setting in ways that fed into their main PCs’ decision making and views of the world.

Given that I expect to have some inexperienced players, my hopes with this are manifold; I wish to create spaces within the game for my players to come to terms with character death, to give them information about the setting which would otherwise require hefty info dumps, and to let them cut loose and experiment with decision making that doesn’t hamper their narrative goals or visions for their main characters. We’ll see how I do.