It’s not about the levels
In a recent blog post about the problem of roleplaying games becoming more like video games, James Maliszewski wrote:
Tabletop RPGs aren’t about reaching 10th level. They’re about entering and exploring an imaginary world through an equally imaginary character. What matters isn’t how many hit points your fighter has, but what you do with them. Success might mean founding a colony, retiring in disgrace, making a terrible bargain with an otherworldly power, or changing the course of an empire. These are the kinds of outcomes that emerge from choices, consequences, and collaboration with the referee and other players, not from ticking boxes on a character sheet. Advancement in a tabletop RPG is ultimately about meaning, not math.
He contrasted this sort of “mechanical advancement” with games that don’t use levels, such as…
…Call of Cthulhu, where the main arc of a character’s life isn’t defined by rising power but by gradual decline—into madness, death, or at best, retirement from delving into the Mythos. He might get better at Library Use or Spot Hidden, but he’ll never become an investigator resistant, never mind immune, to cosmic horror. That’s not the point of the game. Even RuneQuest, though it includes skill advancement through use, eschews levels entirely. A seasoned Gloranthan character is still vulnerable, still mortal.
And finally ends with:
These are the kinds of outcomes that emerge from choices, consequences, and collaboration with the referee and other players, not from ticking boxes on a character sheet. Advancement in a tabletop RPG is ultimately about meaning, not math.
It’s almost an Emily Litella moment. James’s post completely misses one of the biggest advantages of level-based systems: that they aren’t about “ticking boxes on a character sheet”. Most non-level based systems, especially his examples of Runequest and Call of Cthulhu1, handle character advancement by literally ticking boxes.
James misses this, I think partly because he seems to use “mechanical advancement” as if its definition excludes Runequest-style advancement. This makes no sense to me (so I may be having an Emily Litella moment of my own right now). I think the traditional differentiation is between direct advancement (at the level of skills) and abstract advancement (such as levels), but both are mechanical. They both improve the character’s/player’s chances of succeeding according to the mechanics of the game.
And they are both something to strive for that is more game mechanics than game world.
Some games don’t have any mechanical advancement but they’re rare. The one that comes to mind for me is Everway, and even there the author later published a potential mechanical advancement method.
Most games mediate their mechanical advancement through adventuring rather than in-game training and study.2 For example, adventuring in Dungeons & Dragons provides experience points. Investigating mysteries in Call of Cthulhu and engaging in various kinds of adventure-related activities in Runequest provide the opportunity to tick skills for advancement.
Another way of thinking about mediated advancement is that it is advancement by doing what the game was made for.
James praised Traveller as a game without advancement; it’s one of his favorite games. His praise came with a caveat, but that caveat is a very important one: Traveller does have mechanical advancement. What it doesn’t have is mediated advancement. Advancement isn’t achieved by doing what the game was made for, that is, adventuring among the stars. If you want mechanical advancement in Traveller your character has to divert their attention from what the game was designed for and dedicate it to training or study.3
A lot of attention. A Traveller character “devotes himself to a four-year program of self improvement, dedicating his endeavors in something like obsession” if they want a mechanical advancement. After their character’s four-year-program, the player must roll 8 or higher on 2d6, or the time spent was wasted.4 That’s a 58% chance of failure.

John Carter visibly goes up a level (or ticks off the last swordsmanship box in Runequest) in Edgar Rice Burroughs’s Warlords of Mars.
I think even the game’s author recognized that this was more than a bit disincentivizing for a role-playing game. In another short paragraph in Traveller Marc Miller suggested other methods for mechanical advancement that did not remove or partly remove the character from play for four+ game years on a low chance of success.
Such methods could include RNA intelligence or education implants, surgical alteration, military or mercenary training, and other systems. Alternatives to the above methods must be administered by the referee.
Notably lacking from this list is experience, that is, improving abilities by using them in adventure-related activities. Interestingly, each of Miller’s alternative methods could be handled in-adventure.5
From his complaints, however, it sounds like what James is really discussing is not levels or advancement, but the reduction of goals to what is stated in the rules or the adventure, reducing player choice to finding ways of ticking off the accomplishment of those goals. That’s what happens when a tabletop game comes to resemble a video game. And it has nothing to do with levels. It’s about the importation of video game methods to roleplaying games.
It’s similar to so-called cinematic roleplaying. The real problem isn’t that video games imported levels from RPGs and then RPGs imported levels from video games, but that RPGs (the exemplar being the modern forms of D&D) have imported the mindset of video games and cinematic gaming: reduce choices so that roleplaying becomes storytelling. In cinematic roleplaying, the goal is to discover the director’s story. In video game roleplaying, the goal is to discover the programmed cues or paths.
That is, in video game-style playing or cinematic-style playing, it is the job of the players to find the plot at the end of the script. It is not the job of the players to Kobayashi-Maru the adventure and make a completely new solution or generate their own narrative that may differ not just from that expected by the game master but even that envisioned by other players.
That’s what leads to players treating the game as “ticking off boxes” as a replacement for progress. They’re not just ticking off boxes on advancement, they’re ticking off boxes everywhere in the game. It’s how such games are meant to be played.
Even in its earliest published forms, Dungeons & Dragons was about players using the results of their adventures to make their character’s way in the world. That is, using the money, knowledge, and experience they received to build kingdoms, to inspire religious fervor, to interact with a world in such a way that the world changes. None of that was mechanical, which is why D&D needed a gamemaster.
James is discussing a symptom rather than the problem: that levels in modern D&D have become a system of ticking off accomplishments. The solution is not games that are often literally about ticking boxes on the character sheet. Runequest, Call of Cthulhu, even my own old-school favorites Flashing Blades and Daredevils6, literally have checkboxes that you check next to each skill and/or attribute in order to advance in them.
The player is, in other words, always looking to the character sheet to see how this particular situation will help them advance. Levels abstract that away—there’s nothing on an early D&D character sheet to tell you how to roleplay your way through the current situation to maximize character advancement.
Levels, in other words, are a great way to get away from ticking boxes on a character sheet. Done right, levels move away from mechanics and return to a game of meaning rather than math. The problem James described in his post is one that permeates the entirety of modern D&D, not just character advancement.
- The inability to use more than a specific number of special magic items unrelated to any physical limitation of the character? That’s from video games. It’s pure programming.
- Reliance on a grid for movement, reach, range, and special effects? Video games.
- That characters are almost literally indistinguishable except for superficial reskinning, so that warriors use weapons and magic-users use at-will power blasts to do the same thing? That’s from video games. Again, it’s the easiest way to program player characters. They all do the same thing and the programmer merely has to change the descriptor.
- Adventures designed with a specific path that the characters are expected to take, checking off progress along the way? Adventures that almost literally, if not literally, are interspersed with cut scenes to reward reaching those scripted milestones? This is, literally, video games.
These are just off of the top of my head. None of it has to do with levels. All of it would remain video-game-like if mechanical advancement were handled at the skill and attribute level.
It’s hidden by his classification of some mechanical advancement forms as not mechanical, but what James seems really to be asking is not “are levels necessary” but “is any form of advancement necessary” and “should advancement be mediated through doing what the game was meant for”? I think, in the end, advancement—not necessarily defined as a raw power increase—is necessary. And any such advancement should be mediated through doing what the game was meant for. This is something I’ve thought about a lot.
Should a character with twenty adventures under their belt have a better chance of survival and more options for success, than a character with one adventure? I think they should. My usual example, paradoxically given my dislike of cinematic roleplaying, is that protagonists are more likely to die in the first few chapters or scenes than three-quarters of the way through a book or movie.
It does happen, of course. But when it does it’s news. And imagine if, say, Marion Crane in Psycho had died at 14% of the movie remaining instead of 57% remaining?7 This technique tends to be powerful partly because it is rare and partly because it’s an unnatural narrative. Examples range from just about any movie where the character has an incurable disease, to movies based on real life adventurers such as Disney’s Davy Crockett.
I don’t see this as contradicting my abhorrence of cinematic roleplaying. We expect late removals to be rarer in any narrative, not just in scripted storytelling forms such as books and movies. By making character removals rarer, what removals do occur gain more impact. This is exactly what we’d want for the death of an established player character.8
What levels make easier is defining advancement less as a means of gaining specific skills or abilities and more as revealing the character’s place in the world. One of the commenters called this a “pacing mechanism”, but I’d argue that it’s more than that. It’s a link between the mechanical interactions of the character and the social interactions of the players. One of modern D&D’s big problems in my view is that it flattens the “experience” aspect of level advancement—hit points, success rolls—in favor of a predefined progression of special abilities.
There will always be choices that maximize character advancement in any game that has character advancement. But with levels this doesn’t usually involve ticking boxes—or ticking anything—on the character sheet. Play is solely about interacting with the world and the advancement generated by that interaction is applied later.
My own view is not only that levels are the best way to avoid complicated advancement methods that require ticking boxes on a character sheet, but that a simple acquisition of experience points is the best way to measure advancement. Especially when playing with people who aren’t necessarily immersed in the source material, character advancement rules provide a simple guide to what players ought to be focusing on. Is it about adventuring in dungeons? Solving mysteries? Saving people from supervillains? Swashbuckling among the stars? Experience acquisition ought to reflect those goals.
This solves both the problem of ticking boxes and the problem that mechanical advancement diverts players from the “meaning” in favor of the “math”. Instead of the math providing the meaning, the meaning provides the math.
Call of Cthulhu derives its rules from Basic Role-Playing, or BRP. Chaosium derived BRP from RuneQuest and then used it in many of their games, including Call of Cthulhu, so they’re kind of the same thing.
↑Personally, I think the benefit of experience for skill improvement is drastically downplayed in the real world. From musicianship to programming to writing to carpentry, my own experience is that people who do more learn more regardless of formal training.
↑How much dedication or obsession is required isn’t clear. Some may be performed while traveling among the stars, some probably not. For improving a character’s education score, for example, a tutor or correspondence course is required. Unless the tutor is traveling with you, you’ll need to stay where the tutor is, or where you can receive correspondence.
Gaining a skill is described as having the character “take a sabbatical (for 4 years)”.
This entire system was very clearly an afterthought. It’s not in the Characters and Combat book (1), nor in the Worlds and Adventures book (3). It’s in the Starships book (2), at the very end, between “Drugs” and “Trade and Commerce”.
↑The training won’t be completely wasted; “lost” might be a better descriptor. Improvement in Traveller is oddly randomized. When a character dedicates themselves to training, the player must make a “dedication” roll—the 8+ on 2d6 that I mentioned—in order to even start. A failure means that the character failed to dedicate themself.
From that point on, the character’s skill is immediately increased for the next four years. At the end of that four years, the improvement is automatically lost, unless the player continues training for another four year period. That requires a second 8+ “dedication” roll, which, if made, makes the previous improvement permanent and begins a new improvement.
↑It occurs to me that a fun method of advancement in cyberpunk games would be mediated advancement by way of cyberware. The more experienced your character, the more cybered they are.
↑In my defense, Daredevils hides the ticking-off-boxes problem by making the roll for success be based on the actual skill divided by 5. Instead of having to tick five boxes, you just add one to the skill score until it reaches a number ending in 5 or 0. This is not technically any different than ticking five checkboxes. Conceptually, however, it’s a huge difference. There is no series of checks to remind the player to keep looking for ways to game the system. In my Daredevils con games, no one has ever remembered to do so, despite the potentially very useful mechanics of an increase from, say, Chemistry 84 (16 or less) to Chemistry 85 (17 or less).
↑Psycho is 109 minutes; Marion Crane/Janet Leigh dies after 47 minutes; that’s 43% into the movie.
↑Reducing the chance of character removal over time doesn’t have to mean massive hit point increases, of course. But it is easy, especially with a moderating mechanic such as injuries or a sanity-like score.
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- The ancient wizard
- What skills, specialties, and abilities are best suited for the stereotypical “ancient wizard”?
- Cinematic roleplaying is an oxymoron
- Cinematic roleplaying always seems to be about reducing player choice. This is a direct result of trying to emulate an entertainment style that by necessity must elevate the director’s choice above character development. Even the best movies require the director to curtail the world in which the action and dialogue takes place.
- Experience and Advancement in Role-Playing Games
- Kill monsters. Take their stuff. How has character advancement in role-playing games changed over the years? Starting with original D&D and on up through a handful of modern games, I’ll be surveying methods of experience and character advancement over the years.
- Levels Are For Video Games: James Maliszewski at Grognardia
- “What began as a simple abstraction to track advancement has since become a core gameplay loop in video and computer games, where clear, incremental progress has come to be seen as essential to keeping players engaged.”
- Review: Player’s Handbook (Fifth Edition): Jerry Stratton at Jerry@Goodreads
- There is very little differentiation among characters. Everyone can do pretty much everything: fight, cast spells, pick locks, ability checks have been flattened. Instead of Mission: Impossible teams, Fifth Edition groups are a collection of Armies of One. Everyone gets better at the same rate. Everything is flattened.
More cinematic roleplaying
- Plots are for the dead
- Plotting is for directors and writers. When roleplaying narratives are plotted, they die.
- Cinematic roleplaying is an oxymoron
- Cinematic roleplaying always seems to be about reducing player choice. This is a direct result of trying to emulate an entertainment style that by necessity must elevate the director’s choice above character development. Even the best movies require the director to curtail the world in which the action and dialogue takes place.
More rewards and experience
- Experience and Advancement in Role-Playing Games
- Kill monsters. Take their stuff. How has character advancement in role-playing games changed over the years? Starting with original D&D and on up through a handful of modern games, I’ll be surveying methods of experience and character advancement over the years.
- Rewards and improvement in Dungeons & Dragons
- Kill monsters. Take their stuff. How has character improvement in D&D changed over the years? This article in the RPG experience series looks at changes in experience point acquisition from early D&D through later versions of the game and later games by the authors.
- Experience in Generic Role-playing Games
- After D&D, it seemed as though anyone could write up game rules and publish them—and many did. From Tunnels & Trolls through GURPS, how did these games deal with experience and character advancement?
- Experience in world-based role-playing games
- In the eighties and through the nineties, people started writing games where the world was more important than the rules. In theory, this should make for a different kind of character advancement as well.
- Experience in thematic role-playing games
- Thematic games combine a love of rules with a love of setting. In these metagames, the rules are the setting, and the setting is the rules. Further, acknowledging the rules makes it easier to remove them. Such games are usually acutely aware that character advancement is a reward encouraging the actions that incur the reward and which move the game towards a specific conclusion.
- Two more pages with the topic rewards and experience, and other related pages
More role-playing games
- The Seven Samurai
- Probably the most influential samurai film, starring Toshirô Mifune and directed by Akira Kurosawa. It inspired more than just samurai: “The Magnificent Seven” was “Seven Samurai” remade into one of the most influential westerns.
- Highlander
- A great movie, with a good commentary, and poor video quality. Recent price drop makes it a worthwhile purchase.
- Excalibur
- Hard to go wrong for the price, and this is the best retelling of the Arthurian saga that I’ve seen on screen. It also includes some early parts by Patrick Stewart, Liam Neeson, and Gabriel Byrne.
- Ghostbusters
- This is a very funny movie, and a very nice DVD. Dan Aykroyd, Harold Ramis, and Bill Murray, and later Ernie Hudson kick ghost ass as New York City has supernatural troubles of “biblical proportions”.
- The Road Warrior
- With the “original gore restored”, you just can’t miss! I’m not sure what gore was added back in, however, as it was pretty gory to begin with and I haven’t seen it for quite a while.