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<blockquote data-quote="Fanaelialae" data-source="post: 5774818" data-attributes="member: 53980"><p>IME, players will get upset if they regularly get less xp than someone else. These are mature adults I'm talking about, not children. However, it can get frustrating if one guy tries his best but always gets Cs, while the rest of the players get As and Bs. Not everyone is equally talented at all things.</p><p></p><p>Perhaps you try to balance out these rewards over time, or your players all possess relatively similar levels of "skill". I've never played with you so I can't say one way or the other.</p><p></p><p>I think in any sort of individual xp situation, you have to account for a lot more variables than group xp. You might have one player who is genius renaissance man, while the rest of the group are more normal. Is it really fair that the genius gets 10 xp regularly, while the other guys have to work hard to get 5? Or you might have the guy who can only make every other game because of work or family. Is it really fair to him when he ends up 4 levels behind everyone else and therefore feels like he can't contribute (which potentially results in his earning even less xp when he is there)?</p><p></p><p>I honestly believe that while any individual xp system can work for an individual group (because you can account for situational factors, or if someone can't show game is canceled), if you're going to create a system for mass consumption that includes individual xp, you have to shorten the power gap between levels. That, or include a disclaimer explaining that a player who misses several games will end up being nigh useless. The former seems more useful than the latter though.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 5774818, member: 53980"] IME, players will get upset if they regularly get less xp than someone else. These are mature adults I'm talking about, not children. However, it can get frustrating if one guy tries his best but always gets Cs, while the rest of the players get As and Bs. Not everyone is equally talented at all things. Perhaps you try to balance out these rewards over time, or your players all possess relatively similar levels of "skill". I've never played with you so I can't say one way or the other. I think in any sort of individual xp situation, you have to account for a lot more variables than group xp. You might have one player who is genius renaissance man, while the rest of the group are more normal. Is it really fair that the genius gets 10 xp regularly, while the other guys have to work hard to get 5? Or you might have the guy who can only make every other game because of work or family. Is it really fair to him when he ends up 4 levels behind everyone else and therefore feels like he can't contribute (which potentially results in his earning even less xp when he is there)? I honestly believe that while any individual xp system can work for an individual group (because you can account for situational factors, or if someone can't show game is canceled), if you're going to create a system for mass consumption that includes individual xp, you have to shorten the power gap between levels. That, or include a disclaimer explaining that a player who misses several games will end up being nigh useless. The former seems more useful than the latter though. [/QUOTE]
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