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General Tabletop Discussion
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Should Roleplay Determine Character Advancement?
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<blockquote data-quote="MinistryOfGame" data-source="post: 5481219" data-attributes="member: 93346"><p>I actually created a game where you only get XP for roleplay. It's a very simple superheroes game, and I designed (read: ripped off the mechanics of another game) it for people who want to roleplay. The game basically awarded XP (measured in lollies) immediately upon some action I, the DM, considered worthy. Those lollies could be spent to fuel your superpowers, or you could save them up (lots of them) and spend them on stats. There was definitely a correlation between how tasty the XP candy was and how much was spent immediately. Run it several times, always been fun. One of my most hilarious roleplaying anecdotes arose from that game.</p><p></p><p>In the 2E D&D game I am invariably running (seems I'm always running one) I also award my players and their characters individually for roleplaying, among other things (they of course get xp for killing stuff, using their skills, and completing quests too). Yes, it's my decision what good roleplaying is - it's also my decision whether it rains, how sharp a sword is, how smart 18 intelligence is, and what gods do. If the gaming group is really good, I get to choose what's for dinner.</p><p></p><p>How do I judge what XP my players get? The short answer is: Fairly. </p><p></p><p>A longer answer is that I give XP for doing things in character, for doing things that help the plot or story keep moving forward, for doing things that are ingenious, for bringing my favourite type of snack, for getting better at the game, for helping others - pretty much whatever I want. Someone got 50xp for pulling two plastic cups apart a few weeks ago. I judge the players individually, and I award them on individual merit - so I don't hold them to any gold-standard of RP, I judge them based on their own previous play. I list those individual XP awards on our game's website every week, and the players are always super-keen to see them. </p><p></p><p>It's no more or less arbitrary than saying "I don't use XP. Okay, you all get a level now" except that I get to encourage my players in positive ways by attaching little numbers that are meaningful to them, but more or less meaningless to me. All this post-modern relativistic "RP is subjective" stuff is all well and good for the metagame, but at my table, I'm still the DM last I checked.</p></blockquote><p></p>
[QUOTE="MinistryOfGame, post: 5481219, member: 93346"] I actually created a game where you only get XP for roleplay. It's a very simple superheroes game, and I designed (read: ripped off the mechanics of another game) it for people who want to roleplay. The game basically awarded XP (measured in lollies) immediately upon some action I, the DM, considered worthy. Those lollies could be spent to fuel your superpowers, or you could save them up (lots of them) and spend them on stats. There was definitely a correlation between how tasty the XP candy was and how much was spent immediately. Run it several times, always been fun. One of my most hilarious roleplaying anecdotes arose from that game. In the 2E D&D game I am invariably running (seems I'm always running one) I also award my players and their characters individually for roleplaying, among other things (they of course get xp for killing stuff, using their skills, and completing quests too). Yes, it's my decision what good roleplaying is - it's also my decision whether it rains, how sharp a sword is, how smart 18 intelligence is, and what gods do. If the gaming group is really good, I get to choose what's for dinner. How do I judge what XP my players get? The short answer is: Fairly. A longer answer is that I give XP for doing things in character, for doing things that help the plot or story keep moving forward, for doing things that are ingenious, for bringing my favourite type of snack, for getting better at the game, for helping others - pretty much whatever I want. Someone got 50xp for pulling two plastic cups apart a few weeks ago. I judge the players individually, and I award them on individual merit - so I don't hold them to any gold-standard of RP, I judge them based on their own previous play. I list those individual XP awards on our game's website every week, and the players are always super-keen to see them. It's no more or less arbitrary than saying "I don't use XP. Okay, you all get a level now" except that I get to encourage my players in positive ways by attaching little numbers that are meaningful to them, but more or less meaningless to me. All this post-modern relativistic "RP is subjective" stuff is all well and good for the metagame, but at my table, I'm still the DM last I checked. [/QUOTE]
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