In a recent post
, Ryan Macklin addresses the issues that Keys and Highlighted stats pose for Dungeon World. And, regardless of the validity of the argument he did raise an interesting thought: what is the point of DW? He suggested the point is "being bold." While I definitely agree with the being bold, it is more about doing so as a party. In this light I think perhaps one of the fundamental problems we have been having with the advancement mechanisms is that they are all focused on the individual players, and not the party as a whole.
In this idea I propose eliminating the current advancement system with one that rewards the whole party.
First, drop the advancement for alignment and bonds. Instead, when you could mark XP for either instead carry +1 forward.
Second, as a replacement for highlighted stats come up with a party agenda. The agenda would contain different adventuring aspects, the players would highlight an aspect, and the GM would highlight another.
The list would including things like:
- Bloodlust (when your party routes the adversaries in an area, mark xp)
Whenever the party hits the trigger for the aspect everyone would mark xp. Additionally, the amount of XP would be relative to the difficulty of the trigger. So, if it was easy, mark 1, if it was challenging mark 5, if it took the party to their limits mark 10.
I would set the level advancement at 50 xp (10 challenging encounters). And, to compensate for lower level members there would be an underdog clause that allowed members below the party level to count the triggers as one difficulty level higher (nothing granting more than 10xp).