How does this work mechanically though? I can see this as five adventures or five encounters (please no not encounter based design!) for a decent player - and we should all have decent players, but I can also see jerk abusing it. That’s not important though…can’t write games for jerks.
What I do wonder about is the way that this appears to center player verbal virtuosity as a mechanic. Are you good at what is effectively as an “actual play” write up? 'Cause that’s how you level. Seems like it favors a type of player - the gregarious extroverted and inventive kind over others (fine for me and my table which is largely professional bullshit artists) A player who can make a good story out of whatever levels fast. Plus this also seems like a lot of play time devoted to listening to players talk about their character. Really though I wonder about it because it sounds like a cutesy way of doing milestone XP (that is leveling when the GM decides you’ve completed pre-determined goals - which is fine for some games) with an added bit of room for players to petition the GM. I don’t know, I’m a cranky grognard type, but it feels opaque to the player, time consuming, and highly subjective.
I’d love to hear how this works for people? I can see it working with a close knit group that’s got a lot of space for blarney and no reserved members - but I’d fear it’s a harsh arena of verbs and favoritism for a lot of groups.
Alternatively you level every five failed rolls - which well seems… meh.