This post is a direct followup on Aki’s post from yesterday. It started out as a comment but quickly lengthened in a way to seemed like it should have its own post.
Advancement in this kind of a game is problematic. On the one hand many players want to see their characters gaining more skills and progressing towards something like a demigod status. You may advance your character according to the “spend experience” chart found in each playbook. It all changes when you advance to “tier 2”.
This is the threshold of problem. How to keep the character in the same mould but allow him to grow?
I think that something like the advancement of John McClane has always been my ideal of character development. They might get more and more things done but they loose a bit of themselves on the process.
One thing that occurred to me just while I read this post is adding a simple and elegant system for advancement.
“But”
In simplest for this might work out when you change your playbook. You develop from a dealer to the Avenger BUT. This might even be a Move. When “when you advance your character, choose 1” and then a list of shit that might hit the fan.
This idea is presented in some ways in various hacks and I just discussed about something similar with one of the players from the same group as Aki and myself. It should not be simple to do something or if it is there should be a cost for it. You could look it the way Aki said. McClane survives (ie. develops) BUT loses his wife.
The trick here is to build the conditionals in a way that would make sense for the narrative and for the character.