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:
- At the end of each session, all PCs gain +1 progress.
- On accumulating N progress, an N-dan promotion (1 dan=2 progress, 2 dan=3 progress, 3 dan=4 progress, ...).
- 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:
- The GM presets 5~10 milestones in the campaign (story events).
- On reaching each milestone, all PCs get a 1-dan promotion.
- 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:
- Each PC sets 5 personal goals at campaign start.
- On achieving a goal, a 1-dan promotion (1 goal = 1 dan).
- 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
| Axis | Core | A session | B milestone | C goal |
|---|---|---|---|---|
| predictability | medium | high | medium | low |
| GM burden | medium | low | medium | high |
| PC autonomy | medium | none | none | high |
| suited campaign | standard | casual | series | sandbox |
#§ Recommended Situations
- A session: casual · predictable
- B milestone: a series with a set scenario
- C goal: free sandbox · drama
#§ Not Recommended
- 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."