This
essay outlines some tools and tips on how
to promote diegetic advancement. It presents a broad view that is
relevant with most TTRPG’s. I hope to soon present longer essays
that focus on specific genres of Role Playing Games like Fantasy and
Science Fiction.
What is Diegetic
Advancement?
What can it do?
How can I use it to improve my games?
Diegetic: especially : existing or occurring
within the world of a narrative rather than as something external to
that world.
-Merriam Webster Dictionary
Non-Diegetic advancement is any way that characters in an rpg
improve that is not tied to the in-game world. E.G. Leveling up,
increasing stats, getting a +2 to certain rolls.
Diegetic advancement is how characters improve within the game’s
fiction. E.G. Finding a new, more dangerous weapon, buying a horse,
befriending a mayor or studying a new magic spell.
Diegetic advancement is useful, because it gives your game world a
feeling of verisimilitude and increases player immersion. When the
world presents problems, players will feel motivated to solve the
problems in-world.
Weapons
Weapons are designed to do damage. Basic weapons are usually light
and flexible but deal little damage.
Advanced Weapons deal more damage and/or have longer range, but
are often bulky, requiring two hands and are very difficult to
conceal.
Expert Weapons are very destructive and will often have special
properties such as setting fires or having a large area of effect.
However, they come with a large range of drawbacks such as being
heavy, very expensive, often illegal, slow to reload and consuming a
large amount of ammunition.
Armor
This equipment keeps characters safe from attack. Basic Armor is
cheap, discrete and light, but provides little protection.
Advanced Armor is more expensive and heavy, but provides good
protection.
Expert Armor is tremendously expensive, often made to order. It
provides amazing protection, but at a serious cost to mobility. Often
it has extra features, hidden compartments, integrated weapons or
complete immunity to a type of damage, such as fire or electricity.
Transportation
Being able to move quickly and/or carry a large amount of cargo
can be extremely useful to your characters.
Basic Transport can carry twice as much weight as a character and
allow faster movement over good terrain.
Advanced Transport can carry ten times as much weight as a
character and/or carry multiple characters quickly over good terrain.
It is often heavy and expensive.
Expert Transport is specialized. It can haul enormous amounts of
materiel at high speeds, often through the air. Enormously expensive
and often requiring trained crews to operate. Military models may
mount heavy weapons and have reinforced armor.
Followers
Followers are Non-Player Characters (NPC’s) run by the Game
Master.
Basic characters may hire one or two Followers, who will provide
basic services for them, but will rarely enter combat or risk their
lives for their employer. They ask for very reasonable wages.
Advanced characters may hire a full dozen npc’s. They may hire
specialists with advanced skills, or military types willing to risk
their lives in battle. However these specialist Followers require
substantial payments for their services.
Expert characters may hire entire regiments of Followers and
world-renowned experts in certain fields. This is of course
tremendously expensive, but the Followers will be quite reasonable,
as their employers are famous and powerful persons.
Strongholds
Characters will rarely take control of a stronghold until they are
at least Advanced. A Basic stronghold would be a simple shelter or
small business.
Advanced Strongholds are often subservient to local authorities,
but they are a safe place for characters to rest and recover. They
provide room for a few followers and can be improved with simple
additions such as a workshop or cellar.
Expert Strongholds are large complexes. They often exert control
over the local population, who pay taxes or other compensation in
exchange for security guarantees and assistance. These taxes normally
provide for the upkeep of the Stronghold. A regiment of Followers may
be garrisoned here, and work stations built for all manner of experts
and craftsmen.
Influence
A Character’s fame, reputation and wealth change how they are
generally treated. Those with Basic Influence are largely ignored.
People in their home town or group of associates will generally show
them respect.
Advanced Characters may receive discounts from merchants. The Rich
and Wealthy are more likely to grant them audience and common folk
within the city or county will treat them respectfully. However fame
will get them attention from unsavory individuals such as criminals
or warlords. Advanced Characters are eligible to establish a Faction,
uniting their followers in a particular cause or goal.
Expert Characters are known all over the known world(s). The
wealthy and powerful treat them as equals. However, many people will
ask for their help or favor, and they will be expected to bear
responsibility for those in their service. If they have a Faction, it
will generally become very influential and generate additional income
and power.
Psionics, Magic, Kung Fu etc.
Some characters have access to strange powers. Normally your game
rules will explain how these powers work, but when in doubt, you can
follow this guide.
Basic Powers should have temporary effects (lasting a few seconds)
and be focused on utility. Mobility, to reach a difficult area,
Advantage, to get a tactical edge in combat or Communication, sending
and receiving messages further or faster than normal.
Advanced Powers have effects that can last up to a few hours. Some
focuses include Damage, concentrated on one target or in an area.
Illusion, fooling the senses of targets. Force, moving objects to far
away or heavy for normal manipulation and _____
Expert Powers can sometimes last indefinitely. They have Focuses
such as Transformation, turning one thing into another. Annihilation,
destroying an entire city or stronghold. Control, manipulating a
creature or object and _____
*Always remember that special powers are made more interesting
when they have Drawbacks. Constraints on powers such as Can
only be used X times per day, Takes X amount of time
to use or Consumes X rare resources make the
game more interesting and make game balance easier.
Consumables
These are extremely useful when you want to give your players a
boost of power without seriously changing the power level of your
game.
Food, water and light are all common consumables that most
characters will need to survive.
Some Basic Consumables include, but are not limited too.
Healing items
Poison+alcohol
Lockpicks
Smoke Grenades
Light Sources
Basic Tools and equipment
Advanced Consumables include…
Explosives
Complex Tools
Expert Consumables may include…
Weapons of Mass Destruction
Masterwork/Specialist Tools
Skills and Training
Characters may meet or seek out specialists who can train them in
a variety of skills.
Basic skills can be taught by ordinary craftsmen. This takes a
short amount of time and is often simply paid for in unskilled labor.
This will allow characters to attempt complex tasks that would be
impossible without training.
Advanced skills can be learned from specialists. A Character will
often need to pay the specialist a substantial amount of money or
have an impressive enough reputation to secure training. The training
takes a considerable amount of time and dedication to master. This
training can make some complex tasks easy to accomplish and may even
give a Bonus to a character trying to accomplish a difficult task in
hazardous conditions.
Expert skills can only be learned from Masters of their trade.
These professionals will require either a considerable reputation or
a great amount of money in return for their services. Often, you must
make certain social connections to even meet these persons.
This training does not normally take long, as it assumes you have
the baseline skills to learn these advanced lessons.
Masters will refuse to even try teaching a character, if they have
no previous training in the field.
For example, a Famed Surgeon will not teach heart transplant
techniques to a character who has never studied medicine. An Elite
Swordsmaster will not teach their special Twin-Sword Technique to a
character who has never studied swordsmanship or tactics.
*Skills are often learned during the “off screen” time between
adventures.
*If a character trained as a craftsman, then at Basic level they
can repair relevant items. At Advanced they can build these items
from basic materials and conduct repairs easily. As Experts they can
invent new and cutting edge versions of common items, or even
entirely new technologies. They still need access to all the relevant
materials.