Most games with longer term play include character advancement (by which I mean increasing capabilities), yes?

Games have handled this in different ways, from tracking XP to figure out when levels go up and grant specific increases, to XP to spend on making numbers bigger, to specific behavior-based advancement (when the character does X, gain/improve capability Y), and many others, I'm sure.

Any examples of #ttrpg games with no advancement? Whether static characters or trading abilities out?

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@JohnWSheldon most have some form of advancement.

Cortex, e.g. Firefly, is fairly flat, as most advancements just give additional options, but options themselves are very neutral, e.g. "upgrade X for the scene by downgrading Y". A lot of advancement is the same, e.g. increase stat A by decreasing B.. Past experience can grant bonuses, but it is limited.

Pendragon spans multiple generations, and while characters advance, when they die their young child takes over (kind of a reset).

Polaris: Chivalric Tragedy at Utmost North has two pairs of attributes: Ice & Fire, and Zeal & Weariness. As you gain experience Ice/Fire goes up and Zeal goes down (or Weariness, a negative, goes up). Usage varies during game, but a roll of Ice+Zeal might start at 1+4, but then after level up be 2+3. Transformation rather than advancement.

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