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<blockquote data-quote="Li Shenron" data-source="post: 7068360" data-attributes="member: 1465"><p>GameOgre said his players like getting XP. </p><p></p><p>I have also used the no-XP levelling approach and I like it for various reasons. For example, XP tend to encourage the players to play less immersively, not acting like their characters would. That's because XP is an OOC reward essentially, unlike treasure. It's easy to imagine that some characters would risk their lives for treasure, but XP is quite different. I don't want to start a long debate here, however. The bottom line is that without XP, the players are more likely to choose a non-combat resolution, meaning more variety overall (because it's very unlikely anyway that the game will have too little combat). There is overall more attention on the narrative.</p><p></p><p>But I have to admit that XP have their own merit, because they give this constant feeling of advancement into the game. They add more reasons to keep playing, when you can get the feeling of how close you are to completing your current level and seeing the next one.</p><p></p><p>It's complicated and sometimes reminds me of the colored belts in martial arts. On one hand, a martial artist should only care about her learning and improvement, which is what really matters, not the color of her belt. But the belt system helps the martial artist have a plan, and kind of sets a visible next target, so overall it probably acts to add motivation for hard training. Maybe it's not a good motivation, but it works. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7068360, member: 1465"] GameOgre said his players like getting XP. I have also used the no-XP levelling approach and I like it for various reasons. For example, XP tend to encourage the players to play less immersively, not acting like their characters would. That's because XP is an OOC reward essentially, unlike treasure. It's easy to imagine that some characters would risk their lives for treasure, but XP is quite different. I don't want to start a long debate here, however. The bottom line is that without XP, the players are more likely to choose a non-combat resolution, meaning more variety overall (because it's very unlikely anyway that the game will have too little combat). There is overall more attention on the narrative. But I have to admit that XP have their own merit, because they give this constant feeling of advancement into the game. They add more reasons to keep playing, when you can get the feeling of how close you are to completing your current level and seeing the next one. It's complicated and sometimes reminds me of the colored belts in martial arts. On one hand, a martial artist should only care about her learning and improvement, which is what really matters, not the color of her belt. But the belt system helps the martial artist have a plan, and kind of sets a visible next target, so overall it probably acts to add motivation for hard training. Maybe it's not a good motivation, but it works. :) [/QUOTE]
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