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Experience Points: The Good, The Bad, and The Ugly
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<blockquote data-quote="insanogeddon" data-source="post: 4713824" data-attributes="member: 82822"><p><strong>chill</strong></p><p></p><p>Everyone gets their jollies differently.</p><p> </p><p>Systems need to consider this and assign a BASE system thats unbiased to individual peculiarities.</p><p> </p><p>Some games the world grows out of the heroes story, Some heroes grow out of the worlds story.</p><p> </p><p>Some prefer games where dm/gm s fudge others HATE this whimsical bias as cheating or discrimination.</p><p> </p><p>There is an assumption, well founded, that people want their characters to grow: in personality and power.</p><p> </p><p>Systems need to consider all this. Its not just about 'your' experience.</p><p> </p><p>Essentially all games need a mechanic for GROWTH. Provide it thru karma, equipment (some what anti-heroic to so some), small XP, large xp, a combo of these, cthulu type learning via doing or even 'bennies' or wozzubbles its all the same slime just piled differently: draw lines in the sands and segregate 'levels' or just have far, far more lines in the sand and segregate individual skill ranks and individual powers, whatever.</p><p>What has to be realised tho is large level type segregations make for a system FAR easier to balance.</p><p>Tho balance isn't the golden goose some believe it to be it does allow a DM/GM who doesn't fudge to have a benchmark idea to plot about.</p><p> </p><p>Fortunately there is a breadth of systems to assure this. There is a system out there for everyone and for the rest there are house rules.</p><p> </p><p>Those with a like minded group that share biases and are cut from the same cookie cutter can subvert rules entirely and make their own very specific growth systems. I would talk to your players tho as they are the motivating force of the game as players if not as characters.</p><p>Awarding metagaming might not be bright depending on your group and awarding snacks and 'adding content' is favouring those with more time/money/perhaps poor health etc and might only serve to scare another generation from the game and its noble traditions of servicing cardiologists!!</p><p> </p><p>Also dnd IS essentially a combat game. That should be considered when choosing games/considering the impact of growth tracking piles.</p></blockquote><p></p>
[QUOTE="insanogeddon, post: 4713824, member: 82822"] [b]chill[/b] Everyone gets their jollies differently. Systems need to consider this and assign a BASE system thats unbiased to individual peculiarities. Some games the world grows out of the heroes story, Some heroes grow out of the worlds story. Some prefer games where dm/gm s fudge others HATE this whimsical bias as cheating or discrimination. There is an assumption, well founded, that people want their characters to grow: in personality and power. Systems need to consider all this. Its not just about 'your' experience. Essentially all games need a mechanic for GROWTH. Provide it thru karma, equipment (some what anti-heroic to so some), small XP, large xp, a combo of these, cthulu type learning via doing or even 'bennies' or wozzubbles its all the same slime just piled differently: draw lines in the sands and segregate 'levels' or just have far, far more lines in the sand and segregate individual skill ranks and individual powers, whatever. What has to be realised tho is large level type segregations make for a system FAR easier to balance. Tho balance isn't the golden goose some believe it to be it does allow a DM/GM who doesn't fudge to have a benchmark idea to plot about. Fortunately there is a breadth of systems to assure this. There is a system out there for everyone and for the rest there are house rules. Those with a like minded group that share biases and are cut from the same cookie cutter can subvert rules entirely and make their own very specific growth systems. I would talk to your players tho as they are the motivating force of the game as players if not as characters. Awarding metagaming might not be bright depending on your group and awarding snacks and 'adding content' is favouring those with more time/money/perhaps poor health etc and might only serve to scare another generation from the game and its noble traditions of servicing cardiologists!! Also dnd IS essentially a combat game. That should be considered when choosing games/considering the impact of growth tracking piles. [/QUOTE]
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