Injecting a bit of Dungeon World "Experience"

By Inksplat, in Game Masters

So, I have been playing a lot of Dungeon World lately, and coming back to SWRPG makes me wonder how well the XP system would carry over. In my head, it seems like it should provide just about the same amount of XP, while providing a very different approach to play.

For those not in the know, there are 2 main ways to earn XP in Dungeon World.

1) Each character has "Bonds" with other characters. When these Bonds are agreed to have been resolved (whether mild suspicion turns into trust, or it simply evolves into a much more serious distrust, for example), XP is earned. (In SWRPG, probably 10-20.) This is something meant to carry over multiple sessions sometimes, but it also drives characters to interact with each other quite a bit outside of rolling.

2) Every time a player misses on a roll, they gain 1xp. (It should be noted that in Dungeon World, the GM almost never rolls, so even attacks against the PC are rolled by the PC, as they're technically rolling to dodge.)

As it stands, the standard SWRPG XP tends to be 5xp per hour, plus extra chunks for special achievements. Making it so that a character earns 1xp for every failed roll, and 1xp for every successful GM roll against them, my headmath says that it should come out to roughly the same amount.

The difference it creates, in theory, is characters 1) no longer hyper-specialize to the point that they completely outstrip NPCs, 2) Don't always defer to another PC who is hyper-specialized in that way, 3) Players stay interested/invested in scenes where their skills/talents are lacking, because they are potential XP goldmines.

Now, obviously there's the possibility of gaming such a system. "I roll Perception on this tea pot I found in my grandmother's cupboard!" and the way Dungeon World deals with this is 1) No need to roll for basic things, and 2) should the player really want to get down and dirty with examining this teapot, a failed roll allows the GM to do Bad Things. In Dungeon World, for example, a failed roll could mean that teapot was actually a prison for a powerful demon, and in your examination you accidentally dropped it, loosing its power on your grandmother's neighborhood. Now, in SWRPG, that's not really in the rules, but its also not against them. :P After all, if a player is trying to game the system, they really deserve what they get.

Anyway, in my head this gets multiple people involved in social encounters for example, because now the Marauder PC can earn XP for his gruff nature and being unable to keep his mouth shut while negotiations are taking place. It allows the story to be driven in some interesting directions due to the players being encouraged to not play a "perfect game" so to speak.

I'm just curious if anyone sees any problems with the system outside of the "PCs can game it by doing low-risk rolls!"