LostSoul
Adventurer
One thing bothers me though: those of you who still award xp, you all mention things like "bonus xp for good roleplaying" or good ideas, paying attention or even attendance.
I don't. I have a pretty strict system that determines when Quest XP is awarded. If you can complete the quest through "good roleplaying", good ideas, or paying attention, then you get the XP.
Or you could hack your way to your goal, but that has costs and risks.
My players initially signalled disappointment when I told them I'd no longer grant them xp and simply let them level up whenever it made (story) sense.
That makes sense to me, because now the players have no control over when they gain levels. You could change that by listing what sorts of things would give them a level increase, but guess what - that's an XP system!
I don't like the idea of having to cram 10 or so encounters/skill challenges/quests down my player's throats per level in Dark Sun. I want the emphasis to be on survival, building a network of allies, hiding from enemies, and exploration - not killing x number of baddies per level.
I don't get it - why not just drop XP for killing monsters and award only Quest XP, then make "survival, building a network of allies, hiding from enemies, and exploration" all Quests? That way players can make decisions based on what they want to do and how fast they want to level up; level gain remains part of the game.