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<blockquote data-quote="payn" data-source="post: 9356547" data-attributes="member: 90374"><p>Yes, an openly undefined meta goal. For example, Pirates of Drinax is an empire building sandbox campaign for Traveller. The players can choose whatever interests them to build toward that goal with no direct or optimal line to it. Travellers can build a dominant trade line, form a diplomatic alliance, or become notorious pirates. That is the point, nothing out weighs the other, its just all adventure to pursue naturally as to what is interesting to the characters first and players second. XP turns that on its head, determines optimal paths, places player interest over character. </p><p></p><p>Ultimately its a matter of taste, and my philosophical take is that XP is a distraction from what I want out of my RPG. I do think XP works well for an old school skill play set up where the character is more of an avatar the player shuffles around and tries to keep alive. The challenges are for the player, not the character, so this works out fine. I dont mind that experience for a one shot or short campaign. It is not, however, what I want long term and find it moves the game int hat direction no matter how I try and apply XP. YMMV.</p></blockquote><p></p>
[QUOTE="payn, post: 9356547, member: 90374"] Yes, an openly undefined meta goal. For example, Pirates of Drinax is an empire building sandbox campaign for Traveller. The players can choose whatever interests them to build toward that goal with no direct or optimal line to it. Travellers can build a dominant trade line, form a diplomatic alliance, or become notorious pirates. That is the point, nothing out weighs the other, its just all adventure to pursue naturally as to what is interesting to the characters first and players second. XP turns that on its head, determines optimal paths, places player interest over character. Ultimately its a matter of taste, and my philosophical take is that XP is a distraction from what I want out of my RPG. I do think XP works well for an old school skill play set up where the character is more of an avatar the player shuffles around and tries to keep alive. The challenges are for the player, not the character, so this works out fine. I dont mind that experience for a one shot or short campaign. It is not, however, what I want long term and find it moves the game int hat direction no matter how I try and apply XP. YMMV. [/QUOTE]
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