Thursday, March 23, 2023

Cypher: Change the World

I ran a session of Cypher where, as an experiment, I handed out experience points like popcorn. I heard all sorts of stories online about the following:

  • Players only spend XP on advancement.
  • Groups keeping two totals of XP, one for character improvement and another for player intrusions.

And I am of the Savage Worlds mindset where "XP are bennies" the more I hand out, the faster, the better the game gets. And I was right.

What happened is something I did not expect; along with player intrusions, arcs, and rerolls, players were spending XP on the other 2 and 3 XP items:

  • Narrow skills
  • Short-term benefits
  • NPC contacts
  • Dwellings, money, artifacts, and titles

And the "cold start" of the game I expected for new characters became something else entirely: the players had a say in how the game started and what they wanted to see. They got an NPC contact and a home base. One of them learned a spell to balance out their contributions in combat. They had a few new arcs. The players did not hoard those points; they used them to help create an interesting starting situation and place in the game world.

They could have saved them all and got two increases, but they ended the session with 2-4 XP each. What they didn't get in "character improvement" was a massive slice of "game world improvement." They cemented their stories and place in the world in a compelling way none of my other players' starting scenarios did. And their start was more robust and compelling than the others, and their playthrough will have a deeper and more intricate connection to the world.

Also, while player intrusions are immediate narrative changes, I may allow the 2 XP "short-term benefit" to allow players to "change the map." Players could add a dungeon, cave, bandit fort, ruined temple, or any other adventure location to an area (with GM approval) with 2 XP spent. This counts as a "short-term benefit" because the dungeon could be cleared, and the benefit is XP and treasure. The same goes for "safe spots" such as a cave to create a camp in, a secluded area, or a short-term hideout the characters could use as a temporary home base. With the XP spent, give the place the benefit of the doubt when determining encounters and if enemies can find it.

All because I was not afraid to hand out XP, and my players were not afraid to spend them.

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