Rewarding experience for roleplaying?

Umbran said:
Return to - why aren't all the commoners 20th level from sitting in the tavern shooting the breeze? NPCs are supposed to get XP for the same things the PCs do. If the PCs get XP for doing nothing in particular, so should the NPCs...

This could pretty easily be justified if you don't give out standardized XP awards for roleplaying. In my game, roleplaying in a "heroic" situation gives a fair amount of XP. This is especially true if the players manage to roleplay their way out of a difficult, combat-related situation. When it comes to roleplaying in less heroic situations, such as general banter with the locals in a small town, I'll make a note of it. When I'm handing out experience later on I may round up the amount of experience given (like going from 850 to 900) or just tack on an extra 50 or 100xp.

In my experience this usually comes out to the players gaining a tiny amount of XP over the course of a few sessions. It's nothing major, but it encourages roleplaying in non-vital situations. This also explains why townsfolk have levels at all. An old innkeeper might be a level 4 or 5 commoner, with most of his levels being the result of experience and knowledge gained by talking with his patrons. In my opinion, this makes even more sense than simply saying he's levelled because of the amount of time spent on his job. After all, there's only so much you can learn when it comes to saying "That'll be 5sp for a room."
 

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Umbran said:


Return to - why aren't all the commoners 20th level from sitting in the tavern shooting the breeze? NPCs are supposed to get XP for the same things the PCs do. If the PCs get XP for doing nothing in particular, so should the NPCs...

If whatever the commoners are shooting the breeze about helps forge stronger community bonds, thus making them a more effective team when their homes are threatened, then maybe they are 20th level commoners.

Not every in-character conversation could be considered "doing nothing in particular". Two characters could swear oaths, discuss ways of using their complementary skills, reveal (or conceal) information gathered, and so on. Just because these things don't directly achieve the goals of the adventure does not mean they are not important and while they might not deserve the same amount of XP as killing a monster they still deserve some.
 

Umbran said:


Return to - why aren't all the commoners 20th level from sitting in the tavern shooting the breeze? NPCs are supposed to get XP for the same things the PCs do. If the PCs get XP for doing nothing in particular, so should the NPCs...

I don't think the world has to run on xp. Xp is, imho, a measure to advance the PCs, nothing more.
 

Wow! :eek: I didn't realize my simple question would prompt so much discussion. Almost always a good thing.

I like many of the ideas presented here. I started using a couple already. I believe I'm going to yoink a few and apply them in my campaign. I'll most likely use an amalgam of ideas presented here. Thanks everyone for your help!
 

Fenes 2 said:
I don't think the world has to run on xp. Xp is, imho, a measure to advance the PCs, nothing more.

Yah, and... the PCs are people in the world, right? Do you want to say that the PCs are special, and become better in their chosen professsions by sitting around talking in the tavern when nobody else does?

You can say such a thing, actually. Nothing really wrong with it, in an absolute sense. However, I find it a bit difficult to plausibly justify.
 

You could say that while the players were roleplaying the encounters in taverns and at the duke's ball, they also were, even if only mentioned as an aside, keeping their arms practise up in the morning, therefore getting better at swinging a sword.

You can say that no one becomes better by just training, without risk or challenge, but then I'd have problems to rationalize this. We both know that you do get better by training, be it sports or skills, without the need to beat something.

And, imho, if rules get into the way of fun - like "We need to kill/overcome something to advance despite the fact that we have fun doing other things, but still like to advance" then out go the rules.

Again, Everquest has that great fault: You have to work in it, levelling up by "XP-grinding", rising trade skills by repeating mind-numbingly tasks etc. I'd be daft if I implemented the same "No xp without work" rules in my pen and paper game just to maintain "realism".
 

Here's what i do:

At the end of each gaming session I have each player write down the name of the player that they felt did the best job roleplaying or playing of their PC that night. It's a closed ballot, all who played are welcome to vote for their PC or even NPC's (yes my NPC's have won! :D ). When it is done i gather up the tallies and then give out a bonus xp of 50 X <highest PC LVL in the party>. So if they are 12th level they get 600 bonus xp for playing their PC and at 20th level it's 1000xp. Sure it may not be a HUGE sum but remember those times when you say "Dangitt! I am 824 xp away from leveling!" and then get the bonus. It's paid off several times.

If there is a tie then it is split between the 2 parties. If it's divided and there is no clear winner then i double it and divide it amongst all of them equally.

so far it's taken some of my players to being more dramatic, evil, good, holy, unholy, charasmatic to win the award every evening.
 

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