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An alternative to XP
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<blockquote data-quote="Charlaquin" data-source="post: 8557687" data-attributes="member: 6779196"><p>I don’t mean to suggest that using XP is factually superior. It is, however, factually true that human brains absolutely love watching progress bars fill up.</p><p></p><p>I think you misunderstand. What I’m saying is deeply viscerally satisfying is seeing a visual indicator of progression advance as a result of your actions. That’s just a fact of human psychology and has nothing to do with what part of D&D anyone focuses on.</p><p></p><p>What you’re describing actually <em>supports</em> my position. These players found the progress bar effect so deeply, viscerally satisfying that in comparison, nothing else about the game even mattered. They needed to make that bar fill up so badly, it became the soul focus of play for them. Now, that’s a perfectly legitimate reason not to want to use XP, but it’s not a counter-example of the satisfaction that XP delivers.</p><p></p><p>Sure, and that’s a legitimate preference.</p><p></p><p>Well, if a player is being rude to the other players, trying to force them into situations they don’t want to be in, that’s a player behavior problem, not a rules problem. It is, however, indicative of the potential power of XP as incentive. If you give XP for fights, then yes, players are likely to try and get into fights. For some campaigns, that may be a desirable thing. For others, there might be something better to give XP for. Gold acquired, quests completed, conflicts resolved peacefully, areas of the map explored, or any combination of those things. Or whatever else you want the players to pursue. Heck, you could give XP for reaching story milestones, which is just story-based advancement with more granularity and more visibility to the progress being made (and also the thing the DMG <em>actually</em> describes as “milestone XP”)</p><p></p><p>XP isn’t “why I play,” I just recognize it as a powerful game-design tool.</p><p></p><p>Sure, and if so, enjoy.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8557687, member: 6779196"] I don’t mean to suggest that using XP is factually superior. It is, however, factually true that human brains absolutely love watching progress bars fill up. I think you misunderstand. What I’m saying is deeply viscerally satisfying is seeing a visual indicator of progression advance as a result of your actions. That’s just a fact of human psychology and has nothing to do with what part of D&D anyone focuses on. What you’re describing actually [I]supports[/I] my position. These players found the progress bar effect so deeply, viscerally satisfying that in comparison, nothing else about the game even mattered. They needed to make that bar fill up so badly, it became the soul focus of play for them. Now, that’s a perfectly legitimate reason not to want to use XP, but it’s not a counter-example of the satisfaction that XP delivers. Sure, and that’s a legitimate preference. Well, if a player is being rude to the other players, trying to force them into situations they don’t want to be in, that’s a player behavior problem, not a rules problem. It is, however, indicative of the potential power of XP as incentive. If you give XP for fights, then yes, players are likely to try and get into fights. For some campaigns, that may be a desirable thing. For others, there might be something better to give XP for. Gold acquired, quests completed, conflicts resolved peacefully, areas of the map explored, or any combination of those things. Or whatever else you want the players to pursue. Heck, you could give XP for reaching story milestones, which is just story-based advancement with more granularity and more visibility to the progress being made (and also the thing the DMG [I]actually[/I] describes as “milestone XP”) XP isn’t “why I play,” I just recognize it as a powerful game-design tool. Sure, and if so, enjoy. [/QUOTE]
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