Do we need Ding in our RPGs? Part I
Since the early days, we’ve had character advancement in our role-playing games. The classic example goes something like this: The players stumble upon an encampment of some sort of designated monster race – say, goblins – and then the players proceed to attempt to slaughter them. After a dramatic combat, when the players emerge “victorious”, each killed goblin nets the players a certain amount of “XP” or “experience points”, as does any collected treasure. And the players are hungry for as much XP as...
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