This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

An XP idea.

Started by Spike, December 14, 2007, 06:43:46 PM

Previous topic - Next topic

James McMurray

Quote from: SpikeJames:

You seem to be saying this is a bad idea because people are shittards that can't work together and since everyone is so monomaniacal about pursuit of their chosen playstyle that it would fail due to poor socialization?

I'm saying it could cause problems, not that it will.

QuoteBut consider this: I am not particularly rewarded or encouraged to participate. Generally fighters have crappy social skills, many have crappy charisma scores (dump stat, yadda yadda). That's just D&D.  In other games, I may sink all of my points into being 'killy dude mk VII' and just have nothing left.

But that doesn't mean that I am not WILLING to participate, it just means that I suck at it, and because I am not rewarded for trying, I will continue to suck at it.

In a a system with generic xp, you are rewarded for the encounter. You can then put that reward wherever you want it. If you want to continue to suck at social stuff, you will.

In a system with aspected XP you are rewarded for social encounters as well, but since you just want to play a monomaniacal kill-happy sociopath it's not a reward you care about.

(you of course meaning "that generic guy who really just wants to play monomaniacals" whether it's actually you or not)

QuoteFace it: unless the GM and all the players are going totally Gore-fest monster of the moment, there will always be talky scenes. And if the fighter is resentful of them because he feels it is taking away from his killy Xp grinding time, you have other issues than just how you award Xp.

The concern isn't that it takes away from the killy time, but it prevents him from continuing his preferred focus. If you're playing, for instance, Shadowrun, and you have a social encounter that nets you 1 karma, you can put that karma towards whatever you want (including killy stuff). If however you're playing that same encounter in  a house ruled SR and your 1 karma can now only be spent on social skills there's no reason for you to play in it. Both the enjoyment and the transferable reward are gone. If you don't want to increase your social skills then, from a rewards perspective at least, you may as well have spent that time on the toilet.

James McMurray

By the way, the next totally white post I'll ignore. ;)

Spike

Quote from: James McMurrayBy the way, the next totally white post I'll ignore. ;)

:D

I've been feeling contrary lately. Since I can't seem to make myself understood without picking fights, I'm symbolically making myself harder to understand.  And I'm an ass.
For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

For the curious: Apparently, in person, I sound exactly like the Youtube Character The Nostalgia Critic.   I have no words.

[URL=https:

ancientgamer

A bit of shameless plugging but since we're talking about passing out xp...I'll share a system I designed for it (for better or worse).

Quick summary:  In Divinity, all of the PCs are gods/goddesses and their continue existence is tied to their mortal worshipers.  Every player has so many will points which are used in the classic karma system way.  Some XP is "handed out" ahead of time.  For instance, if the player wants a guaranteed 5xp, then they will subtract 5 will points for the session amd they get xp the next session.  The catch is that any points kept equal "negative xp".  Plus, positive and negative xp is given out for winning and losing challenges.  Basically, the "set aside xp" is supposed to equal the effort spend on answering prayers, dealing with minor problems, losing and gaining followers, etc.

INHO, the xp system is tied to the system rather than just handing out a "colorless" lump of points for learning.  I can elaborate on it if anyone is actually interested (either positively or negatively:) )
It is unbecoming for young men to utter maxims.

Aristotle

http://agesgaming.bravehost.com

Divinity - an RPG where players become Gods and have to actually worry about pleasing their followers.

If you want to look at another journal, go here.