Similar to The Cthulhu Hack, experience in The Dee Sanction is less about an accumulation of power and more about furthering the campaign. The value of an adventure lies in the impact it has on the setting, a little bit like a TV serial where the arc plot is the key and the characters move forward by learning about themselves.
The business of experience does have the potential to make you more resilient, capable, or expert in something new, but there are no prestige classes or level packages. You won’t find new options for your build or acquire a new move. I hope that part of the immersion within the game will be the potential to unlock achievements through making new contacts, securing new alliances, and finding the means to strengthen the position of Britain on the European stage.
Part of the experience of the average Agent of Dee lies in keeping a journal and charting the discoveries, secrets, and challenges met in the course of your adventures. Sometimes, those events will impact the future; occasionally, they might even have relevance, or identifiable connections, with matters as yet unresolved, in play, in the past. It isn’t quite time travelling, but it’s certainly a sort of interactive flashback. Why is something the way it is? Is there more to a person, place or event than meets the eye?
The Dee Sanction isn’t anti-character development, it’s just less important than some more complex and crunchy game systems might seek to make it. Agents of Dee will find their road to self-improvement a more subtle and narrative affair.
Every day during August, I’ll be writing something new on The Dee Sanction and aim to connect the word prompt of the day with the development of the game. Check out the concept, the list and the graphics over at AUTOCRATIK.
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