I have a few Tiny games ( Dungeons, Supers, Gunfighters), and I like the principles behind the system/approach, but for some reason the specific execution of these games leaves me kinda cold. Either that, or the Reputation economy from Ashen Stars (which is where our game started.) Porting over add-ons to Tiny systems is quite easy. It can be another option on the menu to level up, and more choices spreads out the advancement creep while keeping in the spirit of the game. I am toying with ideas of using a Fortune system, where you can one die to a roll with one point (the odds move from like 75 to 85 between 3d6/4d6, so not too game-breaking). If those parts of the game are important to you, then Tiny doesn't fit as well. For example, some rewards come in gold or magical items, but Tiny doesn't care much about either, and there's no distinguishing of even basic weapons beyond broad categories which is disappointing. There isn't enough granularity to really feel like captial-A advancement. Yes, there are ways in Tiny to level up, but it focuses merely on earning new Traits or Health which feels very perfunctory. The other end of that spectrum are games that give a variety of rewards in XP, levels, gold, gear, etc., and Tiny stuff doesn't lend itself to that. Because the game moves quickly, we end up exploring way more than other games we play. We are exploring a world of Star Wars Without Jedi, and its fun seeing the world being built together. However, it's best if the goal of your game bends toward the story-is-the-reward. It's works well for long-term play, absolutely.
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