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An Older Experience System
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<blockquote data-quote="delericho" data-source="post: 5326384" data-attributes="member: 22424"><p>That would depend on whether the purpose of the XP system is "have the PCs set and complete goals" or "keep 'em poor". In the former case, then of course they should get the XP. In the latter, they should not.</p><p></p><p>Of course, it's also worth noting that that goal may well have a gold-piece value associated with it. If it is to build a castle, then that castle has a value. Likewise the fencing school, the temple, etc etc. So the system may well work either way.</p><p></p><p></p><p></p><p>Absolutely.</p><p></p><p>We have the slightly odd situation (now? or was it always thus?) where players seem to play the game to advance their characters, rather than the sheer fun of playing the game. I say "slightly odd" because of course the character is an entirely fictional construct, and really should just be a tool for playing the game. Still, I suppose we all like to 'win'.</p><p></p><p>Anyway, the consequence of this is that the DM should consider the sort of game he wants to run, the sorts of behaviours he wants to his PCs to engage in, and set the XP system accordingly. So, if it's "kill monsters", give XP for that. If it's "complete quests", then do away with XP for monsters, and instead give out enhanced Quest XP. If it's "complete personal goals", ditch XP for monsters and for quests entirely, have the players set their own quests, and then gain XP only for completing these (probably best with mature players this one; relatively inexperienced players may become overwhelmed with options).</p><p></p><p>At present, my tastes run to a somewhat old-school (fantasy, not D&D) setting, where the PCs are Fafhrd and the Grey Mouser, Conan, or even the Three Musketeers. They adventure for fame and fortune (mostly), and although they come by great wealth, they inevitably find themselves poor once again. With that in mind, this system seems to be a very good fit. (For me, for now. YMMV, of course... and mine probably will a year from now!)</p></blockquote><p></p>
[QUOTE="delericho, post: 5326384, member: 22424"] That would depend on whether the purpose of the XP system is "have the PCs set and complete goals" or "keep 'em poor". In the former case, then of course they should get the XP. In the latter, they should not. Of course, it's also worth noting that that goal may well have a gold-piece value associated with it. If it is to build a castle, then that castle has a value. Likewise the fencing school, the temple, etc etc. So the system may well work either way. Absolutely. We have the slightly odd situation (now? or was it always thus?) where players seem to play the game to advance their characters, rather than the sheer fun of playing the game. I say "slightly odd" because of course the character is an entirely fictional construct, and really should just be a tool for playing the game. Still, I suppose we all like to 'win'. Anyway, the consequence of this is that the DM should consider the sort of game he wants to run, the sorts of behaviours he wants to his PCs to engage in, and set the XP system accordingly. So, if it's "kill monsters", give XP for that. If it's "complete quests", then do away with XP for monsters, and instead give out enhanced Quest XP. If it's "complete personal goals", ditch XP for monsters and for quests entirely, have the players set their own quests, and then gain XP only for completing these (probably best with mature players this one; relatively inexperienced players may become overwhelmed with options). At present, my tastes run to a somewhat old-school (fantasy, not D&D) setting, where the PCs are Fafhrd and the Grey Mouser, Conan, or even the Three Musketeers. They adventure for fame and fortune (mostly), and although they come by great wealth, they inevitably find themselves poor once again. With that in mind, this system seems to be a very good fit. (For me, for now. YMMV, of course... and mine probably will a year from now!) [/QUOTE]
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