Wednesday, 7 March 2018

Changing the world - Dominion or XP?

My group and I have played a lot of Godbound since its Kickstarter. I've really enjoyed a lot of its mechanics, but my view on some of them has changed over time. Today I'd like to talk about one of those mechanics - Dominion and how the characters change the world with it.

Dominion Changes


Dominion is a sort of meta-currency in Godbound. It allows the characters to change the world on a large scale - affecting entire cities or nations. They can raise armies, build works of wonder, or shape the landscape at whim. It is also used to create great artifacts of power - something on the level of The One Ring, or Marvel's Mjolnir.

PCs earn Dominion at the end of each session, and every in-game month from their cults. They are required to spend a certain amount of Dominion in order to advance a level to make sure they are engaged with the world and don't just hoard Dominion to do some crazy expensive project down the line.

Initially, all of that sounds like a great concept - every PC can express themselves in a unique way and shape the world to their whim. However, in practice it seems players fall into two categories.

First, we have those that spend their Dominion diligently each session fixing up problems as they arise wherever they go. Those would essentially be Divine Janitors or Godly Handymen - if some Faction has a Problem, they'd patch it up instantly. The problem with this type of player is that they focus so much on the little things that when it comes time to making something big, they are broke - they have already spent all of their Dominion.

The second type of player hoard their Dominion and don't spend it until they are forced to to level up. You could call them Forgetful Divinities or Burst Spenders. It's not uncommon for them to accrue enough Dominion to make changes to the entire world at one go when they finally get around to spending those points. The problem with this type of player is that they make much grander and sweeping changes than the previous type - meaning these make the diligent work of the other players seem way less significant, even though they sank just as much Dominion.

In other words, when the Pantheon enters some new area, the Divine Janitors go and fix some small ailments the locals have - clear our some bandits, fix the food supply and so on. At the end, the Burst Spenders wake up and realize they need to spend some Dominion, so they make the sky rain gold and erect Minas Tirith around the village they were visiting.

Now which PC do you think the locals will remember and praise more?

Making investment meaningful with XP costs


An alternative approach to giving everyone Dominion to spend on changing the world would perhaps be to eliminate that currency altogether and just stick to spending XP. While not ideal for a game based on OSR like Godbound, where levels are very distinct and meaningful leaps in power, it might be more suited for a point-buy system like Chronicles of Darkness.

There is some precedent for such an approach in CoD. In Mage the Awakening the PCs can create lasting spells that affect the world in a meaningful way. That spell has to be "held" by the mage that cast it however, unless it is "released" by spending a permanent dot of Willpower - essentially spending XP on it. That cost was significant in the first edition of the book, but got much more affordable in the second edition.

Similarly, CoD allowed the players to spend XP on purchasing Merits for the characters - advantages the character can use that are not directly represented as the character itself. Resources, allies, status, retainers and so on could all be at the character's disposal for an affordable XP cost.

This approach sets a sort of precedent - the players are okay sacrificing direct power of the PC (being able to spend XP on increasing attributes, skills, or buying supernatural powers) in exchange for indirect power they can use.

Using XP in place of Dominion might be a bit more challenging - the players would be sacrificing their personal power to affect the world, but that wouldn't necessarily mean they would be getting a tangible benefit out of it. It would, however, be a very meaningful statement on the player's part - that this problem matters to them enough to make that sacrifice.

Player expectations


So all in all, there are a few player expectationswith one approach or the other that would need to be acknowledged.

In a Dominion economy, the GM should probably acknowledge the contribution of both types of players. If a player spends their Dominion, it shouldn't be an event that becomes mundane. The players that engage with the system and make frequent effort to make the game world better should not be overshadowed by the infrequent big spenders.

In an XP economy, each change is perhaps doubly important because the player sacrifices essentially a part of their character to make it happen. They will be weaker, therefore not having that many opportunities to shine during engagements or combat. They would probably expect to know that their contributions matter.

Conclusions


The Dominion system from Godbound is interesting, but not perfect. While Chronicles of Darkness give an interesting alternative to how the players can change the world, it also introduces some of its own problems.

It's probably useful to engage with the players, make sure their contributions to the game are acknowledged, and be mindful of what they expect out of the game for the resources that they spend.

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