Lanefan
Victoria Rules
Both as player and DM, I run into it all the time.Admittedly I haven't played with these rules for very long; they are substitution for gold-for-xp rules in the game I'm using (Whitehack 3e). The problem you describe is not one I've run into in general, as the group tends to do things...as a group.
Part of the reason is that we generally tend to have larger parties, where splitting up and-or leaving behind those characters who aren't cut out for a given task just makes sense, as per my example above where two talky characters go out to check the scuttlebutt while the two non-takines stay put. (though here it'd be three talkies go in different directions, while two others stay in the hotel room and two more go downstairs to the hotel tavern and probably start a fight there )
That, and there's a few in our crew who are generally quite content with hanging back and leave the driving - and risk-taking - to others.
If the triggers are obvious and participation-based (at the PC level), it's hard to abuse them. If your PC gets involved, it gets xp. If it's not there, or is there but does nothing, then no xp. This goes for combat, exploration, talking, all that stuff. (and yes, it does mean I-as-DM have to track who gets involved in each encounter, but that's no big deal...at least until after the first few beer...)Individual xp triggers (lots of games use them) are subject to potential player abuse, but I don't have players like that.
Yeah, APs sell and so that's the style of play they promote; though in fairness I don't think this playstyle promotion is necessarily as intentional as it might sometimes look.With regards to 5e, I think there could be a more elegant solution to xp than the one they have now, and a solution that corresponds to the goals of the game. For better or for worse, my impression is that 5e, especially in the published adventures, is firmly lodged in the adventure path tradition, and so awarding milestones or levels for completing "story arcs" makes sense in that case.