I am currently writing a Legend of Zelda-based campaign.
Because I hate myself, and I like a challenge. One of the questions I have been
asking myself for a while was, “how do I handle experience in a Legend of
Zelda-based game?”
An intriguing question to be sure. Legend of Zelda, as a
series, has so many dramatic themes and through-lines that it really makes
choosing one style difficult.
But I’m not much of a cartographer, and hex crawls have
never really been my strong suit.
So…what about mission-based experience? After all, games
like Link’s Awakening and Majora’s Mask are heavily themed by the missions that
you, as Link, accomplish. Hell, that’s basically the whole point of Majora’s
mask. It’s ALL ABOUT the side quests, and it’s one of the best LoZ games out
there. So why not use the same method for experience? Whenever the PCs come
across a mission, give them a note card with the mission’s title, its goal, and
an experience reward written on it. Should they complete the quest, then they
gain the mission. Add in a ticking clock for some, or all, of the missions, and
you have an interesting game.
But if you’re basing experience off of quest completion,
then how do you prioritize important main-story quests? Offer additional
rewards, like action points? Offer larger amounts of XP? None of that feels
quite right, since it’s likely that players would just go after the quests
which offer the greatest reward first, and I get the impression that “wrapping
up” a bunch of side quests before taking on a major one would feel more than a
little bland and game-y in a tabletop setting.
So what about milestones? It’s something that’s been
encouraged in 5e, after all. And it was a HUGE component of 4e design, so why
not include it here. It’s not like there aren’t Zelda games that heavily
emphasize story and major quest completion. Ocarina of Time, anyone? Twilight
Princess? Freaking Adventure of Link!? All heavily story-focused games that
would be perfect for a chapter/milestone-based system, whether that meant
granting XP for achieving milestones, or automatically leveling the characters
at appropriate moments.
But this has the opposite problem as the Mission-based XP
example, since it overly-emphasizes giving players XP for completing story
objectives. It leaves little room for side quests, unless the player is getting
a seriously awesome reward for doing so. Remember. Side quests are something
that the player chooses to do, aside
from the main story. So granting XP for those in a milestone-based game would
be less than appropriate.
I genuinely think they turned you into a wolf in Twilight Princess just to keep you from side questing. |
I suppose one could make an argument for combat-based XP
in a Zelda campaign. I mean…Hyrule Warriors was combat-focused. But…I mean…then
it’s just D&D with Gorons and Moblins.
Let's face facts. I just mentioned Hyrule Warriors so I could justify this picture. ...I'm not proud of it. |
But, of course, the perfect answer was the last to come
to mind. The one answer that could provide incentives for all of the above examples:
exploration, mission, and milestones. It can also provide incentives for
players to attack the Social pillar of the game—something that has never really
been Legend of Zelda’s strong suit.
That answer is, of course, the Heart Piece.
By having actual, collectible Heart Pieces in your game,
you provide players with an amazing incentive that actually becomes a part of
the game world. Why didn’t I see it sooner?
Put pieces of heart scattered throughout dungeons,
encouraging exploration? Check!
Give pieces of heart to quest-givers in order to give out
as a reward for accomplishing a mission? Check!
Award pieces of heart to players at certain milestone
moments in the game, like gifts from fairies, goddesses, or royalty? Check!
Give out heart pieces and containers for defeating
certain major boss enemies (ex. Gohma, King Dodongo, Armosaur etc.)? Check!
And by making it a tangible resource, you make it something
that the players can LOSE, as well. Talk about encouraging players to
accomplish certain goals by stealing their stuff. What if you were LITERALLY
stealing their experience points?
Imagine if Heart Pieces could be used like Action points,
allowing you to absorb its energy in order to re-roll a failed save, attack
roll, etc. Or what if you could use one to fully heal yourself when you’ve got
1 hit point and the big bad villain is through that next door, just waiting to
kick your ass and feed it to you. Suddenly you’re weighing your options, aren’t
you? Sacrifice a potential increase in level in the future for the chance to
defeat a major foe? That’s a big decision, especially if you’re really invested
in the game.
And finally, by creating a tangible object that the PCs
can use to advance in level, you create inter-party conflict. Does the rogue
hide his Heart Pieces from the rest of the group? Does the paladin offer his up
freely in order to allow another player to advance, so that they will be a
little stronger in the next boss fight? Do the players pool their Heart Pieces,
and award them to the person that’s “up next?” Or do they all keep tallies of
their own pieces? It creates a staggered party in terms of level, which always
keeps things interesting. Some might view this kind of thing as a negative. I
say that as long as you’re not gaming with complete children (re: people who
bitch and moan because they don’t want to share, or dickholes that steal heart
pieces from other players), then it becomes fun and strategic play, rather than
douchey shenanigans. Remember, inter-party CONFLICT can be good and
interesting. Inter-party FIGHTING always sucks.
Admittedly, there is something thematically lost, if
heart pieces are your method of gaining levels. Suddenly, a character’s actual
level of experience doesn’t matter so much. One could argue that a commoner who
is gifted 25 heart containers would be the strongest motherfucker on the
planet. And while this is true, I would say that so long as you consistently
make the acquisition of heart pieces a challenge, this shouldn’t be a problem.
Heart pieces are a physical representation of one’s experience. Gaining 4 heart
pieces in order to gain a level isn’t just about sitting around and letting
them be handed to you. It’s about getting your hands dirty, fighting off the
big bad monsters, and solving the deadly puzzles in order to reap the rewards.
Just because you’re not gaining experience points doesn’t mean you aren’t
gaining experience.
Then again, I could be completely wrong. This is all just
theory-craft, and I could be proven completely wrong once I actually put it
into play. We shall see.
…
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