I think you're right; we did discuss this early on in this thread, but I'm not sure where. I can try and page back and look, if you like.
Phil didn't really worry about how our PCs advanced, once he felt that we were viable characters, able to survive in his world. This was about two years into our time as the original Thursday Night Group, as I recall; he had gotten much more into 'story-teller' mode then 'GM mode' by then, as he felt that he could trust us not to bust the place up and treat Tekumel with respect. His basic play style was to have all of us do the 'crunch' and 'book-keeping', as he was much more interested in the 'fluff' of his world-setting. 'The Rules' usually came out when we had to look at some question or point of order; we'd pretty much memorized EPT, by then. So, he'd hand out / confirm XP for the first couple of years, and then assumed that we'd do it - one would keep track of what one killed, and then 'award' oneself the relevant XP; once the totals were done, one would hand Phil the information and he'd usually confirm it - intellectual honesty was assumed to be the norm at that game table, and 'cheating' was just something that never happened - keep in mind that none of us we what would be called 'gamers', today; we were all F/SF fans, perhaps first and formost, and we just happened too be 'gaming' to explore the world. (
See also Jon Peterson's "Playing At The World", and things like our costuming and such - we had a very different world-view and style, which quite a few of what have been termed the 'superfans' of Tekumel didn;t like or understand. We were very much outliers, waaaay off the 'mainstream' of gaming.)
So, Phil didn't really worry about The Rules; yes, we had stats sheets, and we were expected to have the numbers ready of Phil to use; he'd roll %D - we didn't say D100, in those days - and adjudicate the results according to the dice rolls. (
This drove the visiting gamers simply mad, and made for some very unhappy visits as they got all cranky about this style of play.)
Once one had enough XP totted up on one's index card, one told Phil that one would like to 'level up' (
I think that's how it's said, today) and then 'buy' skills or spells as one wished, 'spending' the accumulated points and crossing them off the card. One then noted down all of the new skills and abilities, and Phil would review the results and file the card back in the boxes. (One also kept a copy, of course.) And that was it, game mechanics wise. After a certain point, I don't think we even did that - our advancement was usually in the form of posts, positions, awards, fiefs, and titles; EPT only went up to '10th level', and anything after that was simply off the charts and Phil didn't worry about it. His play style was all about his word, telling storys, and having adventures - it was not about game mechanics.
In-game, we sometimes 'took leave', and 'went back to school' and took courses in skills and spells; the usual convention was that if a player wasn't going to be playing for a while, then they were off doing this and would have 'leveled up' during their absence. One could also hire tutors to do the same thing, and we'd do this in between adventures' we did not 'level up' during adventures / story arcs. So, yes, they'd 'go and train', but only when the player would not be at the table. If Gronan was off doing his MBA, then he'd come back to play with some new skill
Does this help, any? 'Levelling up' was not a feature of Phil's game play' we advanced in world-setting terms, more then anything else, which is why it takes the Chief Herald so long to recite all my varied titles and offices...
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