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General Tabletop Discussion
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How do you award XP and how often?
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<blockquote data-quote="Lanefan" data-source="post: 9250664" data-attributes="member: 29398"><p>The latter I assume as a given, regardless of anything else.</p><p></p><p>The former, if not done, makes for a very dull and boring game; thus IMO it's worth rewarding as a means of encouraging it to happen.</p><p></p><p>I've no problem with 1) here; if it's encouraging the players to have their characters do things, that's good; even if it's "just to earn xp" (which IME only happens when someone's within a trivial amount of bumping anyway and just needs that extra few).</p><p></p><p>I see 2) as a problem-player symptom. At its root, the game - whether played as Big Damn Heroes, murderhoboes, melodramatic story arcs, or whatever - is about characters either getting things done or dying in the attempt; and a player who won't engage with this root premise is a problem.</p><p></p><p>Also, it depends on what one sees xp as. For me, the word "experience" is key; they're reflective - in an abstract way - of the character learning and growing through what it experiences, usually in the field. Thus, perhaps obviously, a character who doesn't take part in those experiences doesn't get the resulting xp.</p><p></p><p>Now if this was a discussion around 3e or 4e I'd be somewhat more sympathetic, as those editions really don't handle split-level parties very well. But 5e does; as do the TSR editions, where variable levels within the party was almost a baked-in assumption.</p><p></p><p>Again, I like the idea behind what you're doing; but I very much dislike that sort of meta-currency in general - far too small-g gamist.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9250664, member: 29398"] The latter I assume as a given, regardless of anything else. The former, if not done, makes for a very dull and boring game; thus IMO it's worth rewarding as a means of encouraging it to happen. I've no problem with 1) here; if it's encouraging the players to have their characters do things, that's good; even if it's "just to earn xp" (which IME only happens when someone's within a trivial amount of bumping anyway and just needs that extra few). I see 2) as a problem-player symptom. At its root, the game - whether played as Big Damn Heroes, murderhoboes, melodramatic story arcs, or whatever - is about characters either getting things done or dying in the attempt; and a player who won't engage with this root premise is a problem. Also, it depends on what one sees xp as. For me, the word "experience" is key; they're reflective - in an abstract way - of the character learning and growing through what it experiences, usually in the field. Thus, perhaps obviously, a character who doesn't take part in those experiences doesn't get the resulting xp. Now if this was a discussion around 3e or 4e I'd be somewhat more sympathetic, as those editions really don't handle split-level parties very well. But 5e does; as do the TSR editions, where variable levels within the party was almost a baked-in assumption. Again, I like the idea behind what you're doing; but I very much dislike that sort of meta-currency in general - far too small-g gamist. [/QUOTE]
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