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What do you give XP for?

Started by Kyle Aaron, July 05, 2007, 10:00:51 AM

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David R

I give everybody the same xp (depends on the game)...but the fun begins when the whole group decides who gets the bonus xp for "cool play", which normally means "you entertained us motherfucker" which normally results in said player standing up and saying "bow before my superior roleplaying skill, bitches". It works for us.

Regards,
David R

Warthur

Quote from: James McMurrayBoth of them have demonstrated their traits through roleplaying, and assuming that sort of behavior is consistent, should get the XP.
That's fair enough, but it's somewhat unfair to "develop-in-play" people: folk who like to *establish* their character's traits in play as opposed to *expressing* them.

Again, it's a subjective thing. Sadism, in your example, is a pretty extreme thing, but I can imagine all sorts of situations with more nuanced personality traits where the GM or group's interpretations of a PCs' actions and personality differs from the player's. I'm not going to punish players because, OOC, they didn't happen to think up a good way to express their character's personality traits this evening.
I am no longer posting here or reading this forum because Pundit has regularly claimed credit for keeping this community active. I am sick of his bullshit for reasons I explain here and I don\'t want to contribute to anything he considers to be a personal success on his part.

I recommend The RPG Pub as a friendly place where RPGs can be discussed and where the guiding principles of moderation are "be kind to each other" and "no politics". It\'s pretty chill so far.

Warthur

Quote from: TonyLBI understand Warthur's point that he doesn't want to be a "developmental psychologist" to his friends ... but I think that at some point it's inevitable.  Rewarding X and not rewarding Y is going to have an impact on people, whether you do it intentionally or not.

Which is fair enough, but if X and Y are OOC behaviours I prefer OOC methods for dealing with them. If X is incredibly beneficial to the group, I say "thank you" and smile. If Y is disruptive assholery, I say "stop being a disruptive asshole". I don't craft sneaky little systems where I give people gold stickers every time they remember to flush the toilet.
I am no longer posting here or reading this forum because Pundit has regularly claimed credit for keeping this community active. I am sick of his bullshit for reasons I explain here and I don\'t want to contribute to anything he considers to be a personal success on his part.

I recommend The RPG Pub as a friendly place where RPGs can be discussed and where the guiding principles of moderation are "be kind to each other" and "no politics". It\'s pretty chill so far.

flyingmice

Quote from: WarthurWhich is fair enough, but if X and Y are OOC behaviours I prefer OOC methods for dealing with them. If X is incredibly beneficial to the group, I say "thank you" and smile. If Y is disruptive assholery, I say "stop being a disruptive asshole". I don't craft sneaky little systems where I give people gold stickers every time they remember to flush the toilet.

Sniff! That was beautiful, man! Just beautiful! :D

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
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TonyLB

Quote from: WarthurWhich is fair enough, but if X and Y are OOC behaviours I prefer OOC methods for dealing with them.
I suspect that you mean "non-mechanical" rather than that second "OOC," but anyway, it's all cool.  I believe your way is cool.  I believe my way is also cool, in a whole different way.  We're good, yes?
Superheroes with heart:  Capes!

James McMurray

Quote from: WarthurThat's fair enough, but it's somewhat unfair to "develop-in-play" people: folk who like to *establish* their character's traits in play as opposed to *expressing* them.

What's the point in establishing character traits if they're never expressed?

QuoteAgain, it's a subjective thing. Sadism, in your example, is a pretty extreme thing, but I can imagine all sorts of situations with more nuanced personality traits where the GM or group's interpretations of a PCs' actions and personality differs from the player's. I'm not going to punish players because, OOC, they didn't happen to think up a good way to express their character's personality traits this evening.

You're not punishing the guy that didn't think up a good way to express his character's personality traits, you're rewarding the guy that did. Punishing him would mean he didn't get something he was supposed to get. Rewarding him means he gets something out of the ordinary.

I guess it's just a matter of perspective, and ours seems to differ. No biggee.

James McMurray

Quote from: TonyLBI suspect that you mean "non-mechanical" rather than that second "OOC," but anyway, it's all cool.  I believe your way is cool.  I believe my way is also cool, in a whole different way.  We're good, yes?

I'll bet you dollars to donuts he really did mean "OOC." He doesn't strike me as a guy who tells characters in game to stop being disruptive assholes when Joe (a player) farts directly in Fred's (another player) face.

obryn

I give a base session award to everyone who's there and active.

I give additional rewards (about 1/5 of the standard award) for roleplaying based on some traits the player picked out, and for improving the game environment for everyone.  This can be munchies, beer, artwork, or bringing minis for everyone to use.

I game to have fun with my friends.  They are there for the same reason.  Giving XP for stuff like that only becomes insulting when you start thinking of it as "craft[ing] sneaky little systems where I give people gold stickers every time they remember to flush the toilet."

-O
 

Alnag

I don't use XP. I use the method mission accomplished = level up.
In nomine Ordinis! & La vérité vaincra!
_______________________________
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DagobahDave

I give xp for showing up to play. Everybody gets the same amount, but the amount varies. Usually, it's enough to do something cool with it, but not always.
 

J Arcane

Completion or progess towards completion of in-game objectives, given as a blanket reward to the whole party at the end of each session.  

This can mean surviving a combat scene, finding the big foozel the village is looking for, reaching the fabled lost city of the Schnaazboork, or whatever.  

In practice, this basically means that everyone gets XP for showing up, but that the XP reward will vary a bit based on what actually got done in game.
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Balbinus

Quote from: TonyLBI award behavior that I want to see more of ... whether the award is XPs, or combat advantage, or Hero Point, or candy.

What I often want to see more of is people getting their characters into trouble, as well as thinking up brilliant ways to turn trouble into victory.  Someone who does both frequently and entertainingly gets rewards from me, because I like that kind of cycle.

I understand Warthur's point that he doesn't want to be a "developmental psychologist" to his friends ... but I think that at some point it's inevitable.  Rewarding X and not rewarding Y is going to have an impact on people, whether you do it intentionally or not.  I can understand the argument that there's a moral difference between influencing your friends accidentally and influencing them on purpose, but I've looked at this issue enough that I can't really get back to a blissful unawareness of how my actions are effecting others.  If I do it on purpose I know that I'm influencing them, and if I do it accidentally I immediately realize that I'm influencing them, and have to question why I chose to do it that way.  Perils of thinking way too hard, I suppose. :(

If your players enjoy those activities, why do you need in game incentives to get them to do them?  I think fundamentally that's the bit I'm not following.

People do fun stuff because it's fun, what more incentive is required?

James McMurray

Getting awards is also fun, so why not combine the two?

TonyLB

Quote from: BalbinusIf your players enjoy those activities, why do you need in game incentives to get them to do them?  I think fundamentally that's the bit I'm not following.

People do fun stuff because it's fun, what more incentive is required?
It's not required.  It's fun.

I personally find that getting rewards also helps me focus:  I have a tendency to be pulled (a) toward what I find fun and (b) toward what gives me advantage in the game.  I find it relaxing to know that (a) and (b) will always be the same direction.

But that's just me.  Other people may find other strengths in the technique.
Superheroes with heart:  Capes!

flyingmice

Quote from: TonyLBIt's not required.  It's fun.

I personally find that getting rewards also helps me focus:  I have a tendency to be pulled (a) toward what I find fun and (b) toward what gives me advantage in the game.  I find it relaxing to know that (a) and (b) will always be the same direction.

But that's just me.  Other people may find other strengths in the technique.

But if all you are getting rewarded for is showing up, then you are also free to do what's fun, right?

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT