Now, I'm not talking about initiating conversations with random strangers or obsessively collecting swords and armor. That would be cool, sure, but it's not the point. The purpose is to develop my skills and abilities, and reward myself for doing so. The more skills and abilities I gain, the greater the reward. And I'm going to keep track of it in terms of my "level."
So... what level am I now? I'm currently thirty years old, so I don't think it's necessarily fair to say I'm at level 1. And not all RPGs demand that a character begin at level 1, either. That holds for both table top campaigns and video games. On the other hand, skipping up to level 10 or something will feel like cheating.
There's another option in-between, and I think it's pretty reasonable. In many games, the first few levels move pretty quickly. It gets the player hooked, because they feel like they're making good progress. So that's what I'm going to do too. I'll start at Level 1, but my goals to get to Level 5 will be pretty easy to achieve. Accordingly, the rewards for reaching those levels will be smaller. From Level 5 on, though, I'm going to begin to challenge myself, and grant bigger rewards as a result. Getting to Level 10 will be a cause for celebration. But why stop there when I can also go to 11. And beyond.
The next question is what form these goals will take. So I'm going to take a step back and examine how this works in most RPGs.
In most video games, leveling up comes with experience points (XP). XP is gained by completing tasks or missions and, of course, by killing monsters. This second method is more difficult to accomplish in the real world, though, and would not really have the effect I'm intending. My method will relate more to the first version, with some major modifications which I'll discuss later.
What happens in a video game when you level up? Several things. First, the characters statistics increase. Different games have different stats, but they're usually variations on the classic six: strength (S), dexterity (D), constitution (C), intelligence (I), wisdom (W), and charisma (Ch). The increase in these stats may be determined by the game or left up to the player.
Another kind of leveling up involves skills. These are secondary stats, in a way--separate classifications of achievement that improve success in a specialized, limited range. Some games grant skill points up on leveling up. Other games model reality closer, and demand that a certain skill be tried repeatedly in the game in order to increase skill level.
This is what I call the "trickle down" version of leveling up. When sufficient experience is gained, statistics and skills automatically increase. As you can imagine, this is not a good model of real life. Instead, my system will be just the opposite. The skills that I develop will have a characteristic attribute or attributes. Tasks completed in that skill will carry an experience value. The more difficult the task, the higher the experience.
For example, let's take a look at crochet, a skill that I have a fair bit of experience in. The key statistic for crochet would naturally be Dexterity. Let's say that for every hour I crochet, I gain 50 XP. That 50XP will count toward three things:
- My crochet skill
- My dexterity statistic
- My overall level
There's one element I have left out up until now, and that is missions. This would be a larger project or milestone to serve as a target. Using the same example as before, finishing a scarf in crochet might earn me an additional 500 XP. Doing a larger project, like a sweater, could earn 3,000 XP.
On my next post, I'm going to chart out my leveling system and rewards. Within that framework, I'm going to assign myself preliminary statistics and skill levels for all my current skills. In the post following that one, I'm going to start laying out some tasks and missions in each of those skills. At that point, the "setup" portion of the blog will be finished. Everything thereafter will be reporting on my progress, as well as creating new tasks and missions.
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