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<blockquote data-quote="SableWyvern" data-source="post: 1809027" data-attributes="member: 1008"><p>Vaguely relevant preamble: Personally, I'm not a fan of "just award whatever" experience systems. For whatever reason, I like a nice, codified system to work from, even if I end up arbitrarily altering the results.</p><p></p><p>As such, I've been developing a system to utilise in my upcoming Conan game (Conan doesn't use CRs or any system of CR-generated experience).</p><p></p><p>I used the Silhouette system as a starting point when decided what to award XP for, an in analysing the RPing awards Silhouette used, came to a sudden epiphany.</p><p></p><p>Getting to the point: I have frequently in the past awarded an amount of experience for "Roleplaying", mainly to encourage such. With my current group, though, no reward system or encouragement has really got the group firing as far as getting into and staying in character goes.</p><p></p><p>Silhouette's awards, though, have one particular XP category that got me thinking: Selflessly provides scenes for other players.</p><p></p><p>I like this, and have expanded on the thought to also include the lesser category of "Enhanced another character's scenes".</p><p></p><p>So, rather than focusing mainly on giving XP for playing one's own character well, the players are encouraged to facilitate each other's roleplaying.</p><p></p><p>Thus, staying in character has a wide variety of rewards, including story control, XP for achieving important character goals, and the simple fun of playing in character. Additionally, now, other players who help make getting into character more rewarding in game, will themselves be rewarded for it with XP.</p><p></p><p>If this kind of system can encourage the more experienced players in my group, who I know can roleplay well, to help bring out the best in the others, it could mean the return to some better gaming all round.</p><p></p><p>I like it. Proactive in so many ways.</p></blockquote><p></p>
[QUOTE="SableWyvern, post: 1809027, member: 1008"] Vaguely relevant preamble: Personally, I'm not a fan of "just award whatever" experience systems. For whatever reason, I like a nice, codified system to work from, even if I end up arbitrarily altering the results. As such, I've been developing a system to utilise in my upcoming Conan game (Conan doesn't use CRs or any system of CR-generated experience). I used the Silhouette system as a starting point when decided what to award XP for, an in analysing the RPing awards Silhouette used, came to a sudden epiphany. Getting to the point: I have frequently in the past awarded an amount of experience for "Roleplaying", mainly to encourage such. With my current group, though, no reward system or encouragement has really got the group firing as far as getting into and staying in character goes. Silhouette's awards, though, have one particular XP category that got me thinking: Selflessly provides scenes for other players. I like this, and have expanded on the thought to also include the lesser category of "Enhanced another character's scenes". So, rather than focusing mainly on giving XP for playing one's own character well, the players are encouraged to facilitate each other's roleplaying. Thus, staying in character has a wide variety of rewards, including story control, XP for achieving important character goals, and the simple fun of playing in character. Additionally, now, other players who help make getting into character more rewarding in game, will themselves be rewarded for it with XP. If this kind of system can encourage the more experienced players in my group, who I know can roleplay well, to help bring out the best in the others, it could mean the return to some better gaming all round. I like it. Proactive in so many ways. [/QUOTE]
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