CHAPTER THREE: LEVELING UP
As you adventure in Tavern Tales, you will learn from your experiences and become stronger. The requirement for advancement is simple: do interesting things.
Of course, the definition of “interesting things” varies depending on the gaming group. One gaming group might prefer dungeon crawls and monster battles, while another gaming group might prefer political intrigue and sandbox-style gameplay. For that reason, Tavern Tales doesn’t rigidly define character advancement. It’s up to the gaming group to work together to determine a character advancement option that works best for them. Here are some of the most popular advancement options:
It’s important for the GM and the players to clearly communicate so that everybody knows the driving purpose of the game. Is it to kill monsters? The GM should reward players for running into battle. Is it political intrigue? The GM should reward players for attending a noble masquerade. Most gaming groups will use a combination of these factors, possibly even all of them.
Of course, the definition of “interesting things” varies depending on the gaming group. One gaming group might prefer dungeon crawls and monster battles, while another gaming group might prefer political intrigue and sandbox-style gameplay. For that reason, Tavern Tales doesn’t rigidly define character advancement. It’s up to the gaming group to work together to determine a character advancement option that works best for them. Here are some of the most popular advancement options:
- Combat: Kill a dangerous monster.
- Exploration: Explore a perilous dungeon.
- Interaction: Resolve an important political problem.
- Quest: Complete an adventure.
- Personal: Explore a character’s backstory and develop their personality.
- Roleplay: Have engaging in-character conversations with other characters.
- Sandbox: Go out into the world and find adventure.
- All of the above!
It’s important for the GM and the players to clearly communicate so that everybody knows the driving purpose of the game. Is it to kill monsters? The GM should reward players for running into battle. Is it political intrigue? The GM should reward players for attending a noble masquerade. Most gaming groups will use a combination of these factors, possibly even all of them.
LEVELS AND LEVELING UP
Your level is the number of traits and upgrades that you have. Since you start character creation with 3 traits, that means that you start the game at level 3.
It’s important to note that the GM has the option of starting characters at a much higher or lower number. For example, the GM could start the players at level 15 for a high-level game. Alternatively, the GM could start the players at level 0 (none of the players have any traits) so that the players can roleplay their first steps into the world of adventuring.
It’s generally recommended that players start at level 3 because then they will each have 1 combat, 1 exploration, and 1 interaction trait.
When the GM feels that the players have fulfilled the purpose of the game, the players get to level up. A player who levels up selects one of the following options:
It’s important to note that the GM has the option of starting characters at a much higher or lower number. For example, the GM could start the players at level 15 for a high-level game. Alternatively, the GM could start the players at level 0 (none of the players have any traits) so that the players can roleplay their first steps into the world of adventuring.
It’s generally recommended that players start at level 3 because then they will each have 1 combat, 1 exploration, and 1 interaction trait.
When the GM feels that the players have fulfilled the purpose of the game, the players get to level up. A player who levels up selects one of the following options:
- Upgrade a Trait they already have.
- Gain a new Trait.
GAINING NEW TRAITS
When you select a new trait, you are making your character more flexible and well-rounded. You can select any trait from any theme. However, as always, you must advance evenly between combat, exploration, and interaction.
Dabney’s character begins the game at level three with Hunter (Tracking/Combat), Gut Instinct (Savagery/Exploration), and Military Connections (Warfare/Interaction).
Since Dabney has an equal number of combat, exploration, and tracking traits, he has the option of selecting his next trait from any category when he levels up. When he reaches level four, he selects Nomad, a Savagery/Interaction trait.
At level five, Dabney must now select either a combat or an exploration trait. He picks You Dare!?, a Dragon/Combat trait.
UPGRADING EXISTING TRAITS
Upgrades allow players to customize their characters by putting unique spins on their favorite traits. To do so, a player selects an upgrade from the list below and applies it to a trait that they already have. These upgrades are intentionally vague and ambiguous, because a balanced upgrade for one trait may not be balanced if it’s applied to another trait. Players and the GM should work together to agree upon a balanced, logical interpretation of the rules.
Frequency
You can use this trait more often than normal. Example changes:
The core effect of the trait is more powerful than normal. Example changes:
The trait is much more precise or subtle than normal, or the trait has less severe consequences. Example changes:
Range
This trait affects more things than normal, or it is more expansive than normal. Example changes:
You can use this trait much more quickly than normal. Example changes:
Frequency
You can use this trait more often than normal. Example changes:
- Once per session → Twice per session
- Write X on your character sheet → Write X on your character sheet with 2 tally marks
- Once every hour or so → Twice every hour or so
The core effect of the trait is more powerful than normal. Example changes:
- For 1d6 turns → For 2d6 turns
- A creature trusts you → A creature trusts you deeply
- You find a safe haven → You find a safe haven that also has valuable resources or defensible features
The trait is much more precise or subtle than normal, or the trait has less severe consequences. Example changes:
- It exhausts you for hours → It exhausts you for minutes
- Include all targets → Include specific targets
- Loud and obvious → Subtle and quiet.
Range
This trait affects more things than normal, or it is more expansive than normal. Example changes:
- Near → Close → Midrange → Far
- 1 target → Up to 2 targets → Up to 3 targets → etc
- Medium size → Large size → Huge size → etc
You can use this trait much more quickly than normal. Example changes:
- Slow Action → Action → Simple Action
- Use it on your turn → Use it on other creatures' turns under specific trigger conditions
- Traits are independent → Using trait X automatically activates trait Y
Dabney reaches level six. He has two combat traits, one exploration trait, and two interaction traits, so he must advance in exploration next. He decides to upgrade Gut Instinct (Savagery/Exploration) rather than getting a new trait. He begins a conversation with the GM:
Dabney: I really love Gut Instinct and I want to get more use out of it. Can I upgrade it?
GM: Sure, what do you have in mind?
Dabney: Well, I like the idea of my character being so attuned to his instincts that it borders on being supernatural. I was hoping that I could get extra information when I use it.
GM: Sounds like a potency upgrade.
Dabney: That’s what I was thinking. Hmm, let’s see… How about I add this line of text, “Whenever you use Gut Instinct, the GM must tell you something important about what your instincts are sensing.”
GM: That sounds good to me! Write it on your character sheet. We’ll see how that upgrade plays out during this next session. Afterward, we’ll talk again to see if we both think it’s balanced. Sound fair?
Dabney: Yep!
When you upgrade traits, keep these important rules in mind:
- Upgrades should enhance what the trait already does, not add something new. If you want to do something new, you’re probably better off selecting a new trait.
- Some traits and upgrades are incompatible. If an upgrade doesn’t seem to apply to your favorite trait, then just ignore that upgrade and look at other possible upgrades.
- Think cinematically, not mathematically. The GM is encouraged to veto upgrades that are overly mathematical (the upgrade enhances numbers without making the trait more exciting or interesting, for example). Tavern Tales isn’t a game that’s about exploiting mechanics, it’s about doing exciting things in dramatic situations.
- Work with the GM and the other players when you design upgrades. A good strategy is to collectively discuss balance as a group in between each session. After you play a few sessions, your group may realize that an upgrade is over- or under-powered and needs to be tweaked.
- Every upgrade requires GM approval.
RESTRICTING UPGRADES
By default, Tavern Tales doesn’t place any restriction on upgrades. As long as players evenly distribute their levels between combat, exploration, and interaction, they can upgrade traits as many times as they want. However, unlimited restrictions on power can lead to incredibly strong players. The GM may want to place restrictions on upgrades to prevent players gaining access to control the game’s power level.
Here are a few examples of party-wide restrictions that the GM may want to use:
Here are a few examples of party-wide restrictions that the GM may want to use:
- Signature Trait: Select 1 of your traits as your signature trait. That is the only trait you can upgrade; you can upgrade it as many times as you want.
- Signature Trait x3: Select 1 trait from each category as your signature traits. Those are the only traits you can upgrade; you can upgrade them as many times as you want.
- Custom Traits: You can upgrade each of your traits only 1 time.
- Custom + Signature: Select 1 of your traits as your signature trait. You can upgrade that trait as many times as you want. All other traits you can upgrade only once.
- Balanced: A player can’t have more upgrades than traits in that category. For example, a player with 3 combat traits can have a maximum of 3 combat trait upgrades.
- Upgrade Cap (combine with another rule): A player can’t upgrade a trait more than X times, as determined by the GM.
- Gradual (combine with another rule): Players can’t upgrade traits until they reach milestones — perhaps 1 upgrade for every completed story arc.
RETRAINING
You can change some aspects of your character by retraining. To retrain, you simply need to take a week off from the adventuring life and rest. It’s a good idea to retrain in between sessions so that it doesn’t disrupt gameplay. You can retrain the following aspects of your character:
- Traits: You can remove one trait from your character sheet and replace it with a new trait. However, there are 2 restrictions:
- The new trait must be the same theme and category as the old trait. If you retrain out of an Arcane combat trait, the new trait must also be Arcane combat.
- You can’t retrain out of traits that have been upgraded.
- Upgrades: If one of your traits is upgraded, you can change that upgrade to a different upgrade. For example, you might switch from a potency upgrade to a speed upgrade.