Wednesday, July 7, 2021

Brave Design Notes 2: Items and Shopping



Brave is a hack of Ben Milton's Knave, an old-school adventure game toolkit without classes and a lot more emphasis on equipment. The earliest changes I made were miscellaneous tweaks and houserules I added as I would run Knave, but at this point I've bolted on several advanced play procedures. While Knave is optimized for a DIY "rulings over rules" style of play, I still felt it was valuable to write down many of those rulings that I've made over the years and codify them. One of the best parts of the original Knave were the designer's notes, but I've taken them out because I needed to make room for new stuff and I assume that anyone playing my game would already be familiar with the original version anyway. Instead, you get my blog.

These notes are written for version 1.9, which you can find on the sidebar of this blog or by clicking here.

Tuesday, July 6, 2021

Brave Design Notes 1: Various Rules


Art credit: Hal Foster

Brave is a hack of Ben Milton's Knave, an old-school adventure game toolkit without classes and a lot more emphasis on equipment. The earliest changes I made were miscellaneous tweaks and houserules I added as I would run Knave, but at this point I've bolted on several advanced play procedures. While Knave is optimized for a DIY "rulings over rules" style of play, I still felt it was valuable to write down many of those rulings that I've made over the years and codify them. One of the best parts of the original Knave were the designer's notes, but I've taken them out because I needed to make room for new stuff and I assume that anyone playing my game would already be familiar with the original version anyway. Instead, you get my blog.

These notes are written for version 1.9, which you can find on the sidebar of this blog or by clicking here. It may also be valuable to see the character sheet, which you can find two copies of here.

Monday, July 5, 2021

Brave 1.9: Tales of Sword and Sorcery


Click here to view version 1.9 of my RPG BraveHere is the accompanying character sheet (it actually has 2 sheets on it since they're small), here is the dungeon control panel, here is the settlement sheet, here is the player version, and here is the village sheet. The total document is 19 pages including the cover art, which I recommend you print out (put the intro+table of contents on the inside front cover, facing the page that says "The Basics" as the header). This game uses the free fonts Garamond, Hamlet Tertia 18, and Black Castle MF. The cover illustration was done by me.

If you'd like the Word document to edit directly, you can find that here. You'll want to download those free fonts or else the formatting will be completely annihilated.

I have periodically updated the link on the side of this blog whenever several changes/additions accumulate, but I'm making a whole post about it this time because 1) this is the biggest single update to the game so far, and 2) it is (hopefully) the second-to-last update before the final version of the first core rulebook.

Why am I not waiting to post until the final update? Why isn't the title of this post "Brave 2.0: Electric Boogaloo"? At the end of this post, you'll see what content I haven't finished yet and I think you'll understand why that's going to take me a good amount of time. So no, my game isn't finished yet to my satisfaction, but it's finished enough to be a full game (more full than most old-school RPGs, even) and I just wanted to finally put it out there.

The rules probably speak for themselves just fine, but if you're interested in designer's notes then strap in. This whole week I'll be posting articles of design notes on each topic in the game, each pretty in-depth on my thinking and the intent behind each rule. Here's a list of what those posts will be covering, updated with links as they come out.
  1. Various Rules (mostly stuff you find in the "Rules for Adventure" pages)
  2. Items and Shopping
  3. Alignment + Combat (they're both short)
  4. Cohorts (sort of the "mass combat" rules)
  5. Dungeons
  6. Settlements
The rest of this post will explain the miscellaneous minor tweaks I made to Knave and then a list of the topics that are missing from this draft of the game (but are coming soon!).

Sunday, June 27, 2021

The Wizard and the Grimoire

TL;DR: This post is about modifying the magic system in Knave (specifically how you acquire spells and what a "school" might mean under its rules) and it's about creating a Wizard class for my RPG Brave, which will probably not make much sense if you don't know anything about my game. But you should! So read about that here!

Introduction

In every edition of D&D, you can gain the ability to cast spells of powerful magic. Nowadays, most classes are spellcasters. Back in ye olden times, there was "the Magic-User" class. They have always carried three assumptions:

  1. You acquire the ability to cast spells by enrolling in a spellcasting class.
  2. You acquire more spells (both spells known and spells you can cast per day) automatically from leveling up.
  3. You get access to better and better spells as you level.
Duh, right?

But the system I'm using does not agree with those three basic assumptions. There's about a billion and a half ways to do magic systems in fantasy fiction gaming. One of my favorites in the system found in Ben Milton's Knave, which is one of many reasons it forms the basis of my own game. And out of all stuff I'm changing, this is one of the few things I want kept the same. I'll summarize:

  1. There are no classes. Rather, spells come in the form of books. One spell per book, and each book can be cast once per day. Thus, the spells you "know" are just the spells you own, and the number you can cast per day is the number of books you have on you.
  2. Like all other items and magic artifacts and treasure, you acquire them by adventuring for them. They have to be put into the world itself by the referee and then fought for by the PCs. There is no automated system for gaining spells.
  3. There are no spell levels. They're all of "equal" power. Now, many spells will have built-in numerical variables that are keyed to the level of the person casting them, so that they can scale in power. For example, Sleep targets a number of creatures equal to your level when you cast it. But many other spells don't scale at all. Read Mind lets you hear the surface thoughts of all nearby creatures and that's it.
So I am tasked with answering the following design prompt:

How do you mechanically create options for "improving" at spellcasting or somehow allow for a PC to "invest" in the magic system without breaking the current assumptions in place?

Let's discuss.

Wednesday, June 23, 2021

Unity vs Division

I've been sitting on this idea for a couple years now but I've only ever had an abstract conception of it. Now I have some concrete systems to apply it to. Sorta. This will build off of my previous post as well as various things I've talked about here and there throughout the blog.

It starts with the idea of "campaign qualities." See, most people have an idea of what handful of qualities they'd like to see characterize their campaign as a whole. "I want to play a game that makes me feel like a Greek demigod." "I want to play a game with serious acting and drama and consequences." "I want to play a low-magic game that's heavy on survival." That sort of thing. Some games are built entirely around achieving one playstyle. Other games are a bit more flexible, and can be played in different ways. Most of the time, people recommend you achieve your intended feel by way of smart Level Design, so that the rules don't need to be changed from what people are used to. "You play the horror genre in an RPG by making scary scenarios!" But sometimes all it takes is a tweak here or there to the rules and systems of Game Design to have major consequences. A very popular houserule for 5E D&D is the "gritty realism" variant described in the DMG (along with some tweaks people have suggested) in order to achieve a more slow-burn, resource-management focused game than the vanilla version. And apparently it works great!

One dichotomy I think has a great deal of potency is a concept I call "Unity or Division." Each of these has a broad definition that can affect a wide range of factors in gameplay, from economics to exploration to politics and more. They can be thought of as a template that you apply to an entire country, modifying the details of many rule systems to give it a distinct identity of gameplay. 

Let's jump in.

Monday, June 14, 2021

People, Power, and Land

"The Procession to Cavalry" by Pieter Bruegel the Elder
I've been getting some different ideas about how I might want to procedurally design open-world sandbox campaigns. Most people will just make a big hex map of varying terrains and then make a random encounter table for each terrain type, and that seems all well and good to me. But while I like monsters and wildlife and whatnot, I'm also deeply interested in people. Especially the relationship between people, power, and land. I dunno, I just like politics and political D&D. So to me, the most interesting things you can encounter while traveling between settlements would be stuff like garrison patrols of a paranoid leader, folks making a pilgrimage, wealthy merchants in a jam, that sort of thing.

Back when I used to watch Game of Thrones (when it was still pretty good), a huge chunk of the "non political" parts were plots about characters traveling over land, often through the wilderness. And yet, those plots almost always still involved the characters running into people and factions. Tyrion runs into Catelyn Stark and her retinue, then they run into wildlings or something, then the knights of the Vale, then he leaves and him and Bronn run into some hill folk, etc. Jaime and Brienne traveled in the wilderness and met bands of brigands and mercenaries, employed by lords with agendas. Arya traveled in the wilderness and met the Brotherhood Without Banners, the Hound, Lannister soldiers, some peasantry, a knight errant on a quest (Brienne), etc.

So I would still of course have monster encounters, but I've been thinking more and more about the logic to determine what sorts of people you'd meet and where. Here's what I've got so far:

Monday, June 7, 2021

A Thorough Look at Urban Gameplay in D&D

The Free City of Greyhawk
Artist credit: Valerie Valusek
See, the title is like a Noah Caldwell-Gervais video. Get it? Because I'm about to spend a lot of words being pretentious but hopefully insightful.

I've spent a lot of time in the last year thinking about adventuring in cities. Part of it's because I really miss going outside and having an active life in an urban area. Part of it's because my D&D group spent the better part of 2020 in a campaign arc involving our party trapped in a hostile city, Escape From New York-style. And even when we broke from that for a few one-offs here and there, many of those involved adventure in the city. Or at least, like, in a town or neighborhood. And I've noticed what's worked and what hasn't and I've done so much darn reading and I want to get this right once and for all. I've run games in this setting with different approaches and sometimes it's good and sometimes it's not. And I've tried to give feedback to my own DMs about how they might want to improve those sessions, and sometimes they take that advice and sometimes they don't. But the worst thing of all is that each of the really solid sessions my group has spent playing in an urban setting have largely relied on the strength of completely unrelated elements, like a fun combat encounter, social encounter, puzzle, or whatever. They always just skirted around the problems of answering those vital questions about city adventures, so even if the session was successful it was at least partially just luck.

Here's a brief table of contents for this post:

  1. Bibliography for research I did, and further reading you may enjoy
  2. An analysis of how most people seem to run urban settings
  3. An explanation of my line of thinking that led to my version
  4. My Brave settlement guidelines and examples, with a bit of elaboration on certain parts
  5. Why I care so much about this

If you just want the goodies, you can skip down to the 4th part.

Wednesday, May 19, 2021

Game Design vs Level Design

This is a mistake I've seen many people make when discussing rules and content and stuff like that. Here it is: game design and level design are two different things. There's a lot of overlap, to be sure. Strong game design can go a long way towards shaping the level. And creative enough level design might involve some intrinsic game design, too. But don't confuse them.

Game design is when you make rules and procedures. It's answering the "how" in how things work. It's the description of how skill checks work, or how combat works.

Level design is when you make content with which to use those rules. It's answering the "what" in what the players are doing. It's the adventure module that tells you which skill checks to roll, and the encounters of monsters and battlefields where combat will be happening.

When Super Mario 64 came out in 1996, it was a smash hit and a breakthrough in gaming. It was the perfect 3D game, seamlessly translating the 2D genre of platforming into a 3D context better than any other attempt to do so. And trust me, the other attempts failed hard. It was an exceptionally tricky and ambitious design goal to tackle, but once they got it right, it blew the doors wide open for the future of 3D gaming. And you know how they did it?

First they designed the mechanics for Mario's movement. That's it. That's the only thing they focused on initially. They created the little minigame of chasing down the rabbit and catching it, so they'd have a way of testing their system. But they worked their asses off to make sure, above all else, that it was fun and easy to control Mario. That merely having to run around and jump on stuff and use your different moves was strong enough on its own. Only after they nailed that down did they begin to design the courses that would be in the final game.

First they nailed game design. Then, when it was so good it could be fun just by itself, then they poured their hearts and souls into making incredible levels. But the point is that these are two separate steps, and two separate goals. So I want to talk about the role that each one plays in tabletop design.

Monday, May 17, 2021

The Points Don't Matter!

That's right, the points are just like advantage on your check to attack Cthulhu!

People like being rewarded bonus points. Behold below and see the evidence of my claims! And then see my own method of serving this base, vulgar, hubris-laden need.

Saturday, May 15, 2021

Hollow Advice

[This post is inspired by this comment]

Heard joke once: Man goes to RPG forum. Says he's confused. Says rules seem intimidating and contradictory. Says he can justify multiple interpretations of a mechanic in a system that's vague and uncertain. Forum says, "Ruling is simple. Great clown Dungeon Master is in charge. Go and talk to your DM. That should clear it up." Man bursts into tears. Says, "But forum... I am Dungeon Master." Good joke. Everybody laugh. Roll on snare drum. Curtains.


-Dwiz

Monday, May 10, 2021

Not All Crunch Is the Same

A lot of people put all games on a simple spectrum of "less crunch" to "more crunch," where the amount of crunchiness is measured roughly by "the number of discrete rules you can point to in the game." The more rules a game has, the crunchier it is, and that's that. While it is good to have an idea of whether you're the kind of gamer who generally prefers more crunch or less crunch, I see a lot of shallow and misleading discussions happen where people are turned away from games they may have otherwise quite enjoyed. And that tends to happen because the game was reduced down to "too much crunch" when that's just a dishonest way to represent what it's actually like.

I am definitely guilty of this, in case anyone wants to call me out.

Look, there are lots of ways in which a game can be made complicated. Rules can play many roles. The devil is in the details. It is genuinely worth it to sometimes take a moment to look under the hood and see what kinds of rules are in the game before dismissing it.

Some games have lots of rules but they're fairly intuitive (once you know how spellcasting works in Ars Magica you can start using it quite naturally). Some games have relatively few rules but they are difficult to master (Burning Wheel famously takes at least half a dozen sessions before you even get a grasp on it, they say). Some games have lots of rules but they're all built using the same core ingredients, so once you learn the "Rosetta Stone" mechanic then everything else falls into place (most universal systems rely on this, like Savage Worlds or FATE. I would argue D&D 5E does it pretty well. It's very "rulings over rules" friendly). Some games have a ton of rules that are all disconnected and are each a subsystem that you have to learn separately and it's a pain in the ass (sigh... Fantasy Craft).

However, I want to put the spotlight on very specific types of mechanics that, yes, are all more rules than you would ordinarily need if you were just running something like B/X D&D, but aren't necessarily all equal in how much they truly complicate or restrict the game.

Monday, April 12, 2021

How Do You Handle the "Inside" of a Hex?

I have noticed an unspoken disparity in the way people seem to uses hexes in the context of a hexcrawl, and I think it deserves some attention. That is: do you bother with precision in the movement that takes place within a hex OR do you treat the space within them as fairly nebulous and concern yourself only with the movement between hexes? I'll explain the difference, and I'll also talk a bit about "sub-hexes" later. And if anyone has seen discussion of this somewhere already, then please point me in that direction.

Tuesday, March 30, 2021

Brave Class Hack Beta (again)

Picture is also a link to content
One of my most popular posts was the first Brave Class Hack, where I shared with the world my weird class system as well as the Knave, Warrior, Thief, and Cleric classes. I've made a lot of changes since then, including the addition of 3 more classes, so I figured it would be a fine time to update the world.

For anyone reading this who doesn't know, Brave is my personal hack of Ben Milton's Knave, which you can find the latest draft of linked on the sidebar of this blog as well as right here. If that link ever dies, it's because I forgot to return to this blog post to replace it. But the sidebar one should always be up to date.

Here is a link to the latest copy of the Brave: Enchiridion of Fates and Fortunes with some designer notes included. I also thought I might provide a preview below on each of the classes currently included, if you read below:

Sunday, March 21, 2021

On Dungeon Size


In the most recent Questing Beast Q&A he and his guests gave their thoughts of "ideal dungeon size" and it got me thinking. Here's a link to the part of the video where they discuss it. After some consideration, I want to propose 4 basic size classes of dungeon, divided partially by number of rooms but, more importantly, by the affect they have on the core gameplay loop of your campaign.

Thursday, March 18, 2021

An Incomplete History of Mazes in RPGs

Mazes and labyrinths are a staple of fantasy fiction, so it makes sense that you might want to see one in D&D. In many ways, the Greek Labyrinth was the original dungeon, so it seems like a perfect fit, right? Except that it's notoriously tricky to run a maze in D&D without it sucking, and there's no standardized solution. So in this article, I'm going to review a list of instances I've found in various gaming products where a unique attempt was made and then explain their method. If you've never personally encountered this problem before, it may not be obvious what's so difficult about it. But I bet that once you start seeing some of the following examples, you'll begin to understand.

This will ultimately lead to, at some point in the future, a set of rules I've made based on what I've learned. I'll include those in my RPG Brave when it's released, but whenever I make a first draft I'll probably post it on my blog as a standalone procedure. If you find any other unique takes on mazes in RPGs I'd love to read them, but this isn't meant to be exhaustive.

Tuesday, March 2, 2021

A Faction System That Doesn't Get in the Way

I'm following up on my last article but I get tired of numbering every blog post that's related to another because not everything is always part of a planned series, you know?

Once again, I need to credit Gundobad Games for sparking this thought process, albeit in a completely different context from last time. It was many months ago when I was trying to do research on domain-level play and I dug up a bunch of reddit posts about it and read people's game recommendations and blablabla and one of the most fruitful things I found were these blog posts: Part 1, Part 2, Part 3, Part 4. I could say a lot about those posts but right now I'm just gunna focus on Part 3, and I'm gunna re-write everything relevant from it here.

So the writer was putting a spotlight on Chris McDowell's Into the Odd, a nifty minimalist old-school RPG, and in particular, on its faction system. He calls them "enterprises" which is a decent name. Here is the full text of Into the Odd's enterprise rules, reproduced here:

Between expeditions, you can try your hand at business, or muster a military force. DETACHMENTS and ENTERPRISES each cost 10 Gold to establish. Detachments demand a further d6 Gold in upkeep each month, or else they revolt.

Income: New ENTERPRISES generate 1d4 Gold of Income each month. They also face a Threat that will cause 1d4 Gold in Losses unless dealt with. If an Enterprise cannot pay its debts, it collapses. Growth: If an ENTERPRISE ends a month with Profit, its income moves up to the next type of die, to a maximum of d12. However, this larger die also applies to losses from Threats.

By the by, a "detachment" is his name for a group of warriors fighting together, which we won't be discussing here. Maybe another day.

Anyway, today I'm gunna talk about the strengths and weaknesses of this system, the more immediate ways in which I've thought to tweak it, and then how I might go about reconciling it with all those other thoughts I vomited up in my last post.

Friday, February 26, 2021

A Freeform-Based Faction System

This isn't anything concrete, it's just stuff I've been swishing around in my mouth for a bit now.

I've been thinking of posting an article about "freeform mechanics" in RPGs, and I still might. But the basic idea is "resolving stuff in the game using your imagination and judgement rather than actual rules or mechanics," but, like, to the extreme. Like, say, maybe you want to run a war between two armies. On one end of the spectrum, you'd have a military simulation board game that defines each of your assets and unit types and whatever kinds of fictional resources you spend like "action points" or something, and it has a list of moves you can take and blablabla. Nothing freeform about it. On the other end of the spectrum, you'd ask the players to describe what they command their army to do. Just, like, from their creative thinking skills. Intimidating, right? But liberating. Exciting.

[EDIT: I was provided the source for this story so I'm re-writing this chunk to be accurate] 

I've been reading a truly ridiculous amount of literature on the subject and I want to share this anecdote from Gundobad Games:

My favorite example so far: from Tony Bath's old Hyboria campaign - one player was concerned about a potential rival's construction of a naval fleet, but didn't want to openly provoke hostilities. So he asked Bath whether he could arrange an 'accident' - merchant ships sinking [scuttling!] right at the mouth of the rival's harbor, blocking their port for the near future! Bath agreed, came up with a range of likely results, and then rolled the dice...

I love that. I love the freeform potential of RPGs and I keep finding myself drawn to that direction of design. But it's a double-edged sword. Because of the "tyranny of the blank canvas," many players find freeform gaming to be really unintuitive. When you ask them what they want to do, they don't have an answer. They're more comfortable if you give them options to pick from.

So here's something I've found in the middle that I'm working with and I'd like to share. I'm going to give three examples that illustrative something like what I'm approaching. These are all examples of "freeform but with a little bit of structure, just, like, for help."

Tuesday, February 2, 2021

Abstract Timekeeping Mechanics

For a long time I've toyed around with the idea of "abstract time" mechanics. While I'm sure it's been done before, I don't believe I've ever personally seen it fully embraced in any game I've read. See, a lot of people hold Gary Gygax's advice in high regard, and among his most frequently lauded declarations is the following paragraph from the AD&D Dungeon Master’s Guide (page 37):

“Game time is of utmost importance. Failure to keep careful track of time expenditure by player characters will result in many anomalies in the game. The stricture of time is what makes recovery of hit points meaningful. Likewise, the time spent adventuring in wilderness areas removes concerned characters from their bases of operations – be they rented chambers or battlemented strongholds. Certainly the most important time strictures pertains to the manufacturing of magic items, for during the period of such activity no adventuring can be done. Time is also considered in gaining levels and learning new languages and more. All of these demands upon game time force choices upon player characters and likewise number their days of game life…YOU CAN NOT HAVE A MEANINGFUL CAMPAIGN IF STRICT TIME RECORDS ARE NOT KEPT.”

It is equally well-known that most people utterly fail to adhere to this advice. It is incredibly rare that DMs implement tools like calendars in their game and maintain it carefully. Many DMs advocate and understand the value of doing things to make the consumption of time meaningful and to keep the world alive with ongoing events and other things that reinforce verisimilitude. But, like, it's hard. Bookkeeping sucks.

Hence, the search for something that achieves the function of time passing but without needing to meticulously track it. Most attempts I've seen at something like this involve rolling dice to determine passage of time, and I'll be following that lead. What follows is my first effort stab at this.

Thursday, January 28, 2021

Organization and Presenting Content When Making an RPG

Art credit: Trina Schart Hyman
The original Knave ruleset is a 7 page document. The current "latest draft" of Brave on the sidebar of this blog is 10 pages. I already know the final version will be expanding at least a little bit more. Part of the wonderful thing about Knave is how short it is. Players used to 300+ page rulebooks are shown those measly 7 pages and are amazed by how quickly they'll be able to jump into the system. So, obviously, I'd like to replicate that virtue.

But I have more content to add in. While many gamers prefer "rulings over rules" and don't want the game to tell them how to do every single last tiny activity imaginable, the implication is that they'd rather come up with their own rules for those activities. Maybe on the fly, but their own rules nonetheless. These same people often advocate making sure to use your on-the-spot ruling consistently from then on if possible, meaning that it would best be codified somewhere. Well, while I have shared Brave with the world with the intention of other people using it, it is fundamentally a collection of my houserules for my table. If I played something like 1st Edition AD&D and rejected their rules for an activity, then the substitute I come up with would go in Brave, because Brave is "the rules DwizKhalifa uses in his campaign." I've made a special effort to make the whole thing as modular and hackable as possible, just as most other DIY games do. Just like any good OSR game, nothing will break if you substitute my HP system or my magic rules or how I run wilderness stuff. But on the other hand, I know I'm not the only one tired of buying "incomplete rulesets" because creators are just a little too dedicated to the DIY ethic. In my mind, my own rules wouldn't be worth putting out to the world unless they were comprehensive enough to cover all of my needs. So, yes, it's worth including, say, the rules I use for sailing.

So we have a problem. I want the "core rules" to remain simple and easy to offer up to a player (like how 1st edition AD&D had the Basic counterpart, or how 5E D&D offers free Basic Rules online). But I also want to add more content, and when that sort of content is adopted for your campaign and you find yourself commonly using it, you'll wish it were included in the core rules. I play 5E D&D and ever since Xanathar's Guide to Everything was released, my group has been using the expanded rules and guidelines for toolsets. They're great! But we constantly find ourselves wishing that stuff had just been in the Player's Handbook rather than looking it up in the "miscellaneous other shit we're adding into the game" chapter in a supplement book. I'm sure if 5.5 Edition ever came out, they would relocate that stuff to the PHB. The only reason it wasn't there all along was because those rules didn't exist in 2014.

So how do I package all my content? I have a few ideas, so strap in.

Monday, January 25, 2021

A Fracture in Old-School Philosophy: Barbarian or King?

Maybe I'm not the first to observe this, but there is a notable dividing line in the Old-School tradition of play (as far as I can tell): are you more interested in playing Conan the Barbarian or Conan the Conqueror-King?

See, on the one hand, the vast majority of people I know who play OSR games, talk about OSR games, make OSR games, etc. all seem far more interested in being "the Barbarian." They talk about how modern high fantasy gaming is too caught up in these drama-centric stories of grand, world-shaking stakes and superheroism and PC-focused plots and blablabla. That their preferred way of play, and the true ways of old are the Sword-and-Sorcery tradition of, to put it bluntly, murder-hoboism. To be a little more generous, that D&D should be a picaresque. In a low fantasy world where morality is grey and lethality is high, the "heroes" are wandering sell-swords and rascals scraping by on a few copper coins at a time. Every time they come into a significant fortune of treasure they blow it all on booze and hookers immediately. They never stay in one place for too long, and they generally get by on their cunning. If they do get permanent boons, it's usually in the form of powerful magic weapons and blessings. "All characters are rogues" you might say. Conan the Barbarian, Fafhrd and the Gray Mouser, Cugel the Clever, and so on are our archetypal examples. But also, like, the Wandering Ronin, the Man With No Name, Hellboy, Geralt of Rivia, the heroes of Manly Wade Wellman, etc. Gold-as-XP and Carousing rules are the pillars of design elements that support this style of play, because they reward you for stealing treasure above all else. The essence of adventure to these players. They play in sandboxes because they need the freedom to explore.