English edition v1.3.3

#Dan-Promotion Replacement

Contents

module-toggle: replaces core dan promotion (XP-accumulation style)

#Identity

Replaces core dan promotion by XP accumulation with session-based · milestone · goal-based.

#§ Variant A: Session-Based (Casual)

Procedure:

  1. At the end of each session, all PCs gain +1 progress.
  2. On accumulating N progress, an N-dan promotion (1 dan=2 progress, 2 dan=3 progress, 3 dan=4 progress, ...).
  3. That is, 1→2 dan: 2 sessions, 2→3 dan: 3 sessions, 3→4 dan: 4 sessions.

Effect:

  • A clear promotion point. PCs can predict it.
  • Suited to casual campaigns · short sessions.

#§ Variant B: Milestone (Narrative-Centered)

Procedure:

  1. The GM presets 5~10 milestones in the campaign (story events).
  2. On reaching each milestone, all PCs get a 1-dan promotion.
  3. Unrelated to PC actions · decisions — story progression.

Example milestones:

  • defeat the first enemy boss
  • rescue a major NPC
  • settle in a city
  • the season climax

Effect:

  • Matches the narrative flow. Does not depend on PC actions.
  • Users: campaigns with a set scenario · series works.

#§ Variant C: Goal-Based (Free Campaign)

Procedure:

  1. Each PC sets 5 personal goals at campaign start.
  2. On achieving a goal, a 1-dan promotion (1 goal = 1 dan).
  3. Goals can be changed (by season).

Example goals:

  • "obtain the orthodox master's license of the Swordmaster"
  • "restore the house's honor"
  • "obtain 1 foreign Divine Treasure"
  • "achieve a region-grade heroic feat"

Effect:

  • Emphasizes PC autonomy. Clear campaign motivation.
  • Users: free campaigns · sandbox tone.

#§ Core vs Replacement Comparison

AxisCoreA sessionB milestoneC goal
predictabilitymediumhighmediumlow
GM burdenmediumlowmediumhigh
PC autonomymediumnonenonehigh
suited campaignstandardcasualseriessandbox
  • A session: casual · predictable
  • B milestone: a series with a set scenario
  • C goal: free sandbox · drama
  • A: simulation (variability absent)
  • B: sandbox (defining milestones is difficult)
  • C: casual (goal-setting is a burden)

#§ Transition Guide

  • Core → Replacement: at campaign start or a season transition. All PCs use the same method.
  • Replacement → Core: immediate return. Resume XP tracking.

"Growth is not measured by time — it is measured by decisions."