barsoomcore
Unattainable Ideal
My campaign's not a job. It's a game. And it is entirely its own reward. If XP make your players happy and feel good about the hard work they do, then that's great. It's not the way I do things.Limper said:Crafting a great character is a LOT of work, it's a benefit to the game.... do you think just having your job is it's own reward? Do you not want a bonus for being the best?
Who exactly is being carried and where are they getting carried to? I don't care if a player wants to play a quiet character, a min-max character or a deep and carefully thought-out character -- EXCEPT insofar as it interferes with the enjoyment of everyone else. Beyond a certain point, min-maxing makes everyone else's suspension of disbelief more difficult, so I disapprove of too much. I don't express my disapproval by witholding XP (which is another way of looking at any sort of bonus -- you're witholding those XP from the players who didn't get the bonus), though. I express it by saying, "Hey! I disapprove of too much min-maxing!"If a person excels they should be rewarded. It's not fair nor balanced for the weak links to be carried by their betters.
Interesting mental leap. Piffle on the feelings of the shy, huh? I guess you decide what sort of behaviour is appropriate for your game and reward people for doing what you think is best. That's cool. I don't want to do it.Boo Hoo! Piffle on the feelings of the unmotivated or shy! This silliness of thought is why communism isn't a viable system.
The feelings of the shy matter just as much to me as the feelings of the outgoing.
Um, who is burdened when everyone gets equal XP? Is it that a great player won't get as many bonuses and thus those little numbers on their character sheet won't increase as fast as they might if the DM were more generous? Is my motivated player going to cry because they're the same level as the shy girl who doesn't yell to make sure her ideas are heard at the expense of everyone else's?From each according to ability to each according to need is a real burden on the competent.
Well Boo Hoo! Piffle on the feelings of the anal-retentive and insensitive!
XP is a game mechanic so that problem-solving doesn't become boring too swiftly -- providing players with new options at regular intervals, giving them a feeling of increased influence and control. They're not some emotional stick and carrot I use to direct playing styles. If somebody's playing style is not appropriate to my group, I don't withold XP -- I TELL them they need to change. If a player is getting involved and thinking deeply about the game then their reward is in seeing their hard work pay off -- seeing their research yield results, their plan come to fruition, and so on. They solve the mystery or save the village and THAT's their reward. If they spend time helping the other players have more fun, encouraging suspension of disbelief and interacting with characters rather than players, then their reward is more fun. The game becomes more fun for everyone when we all do that.
Making up bonuses is too much work. Everyone gets the same. None of my players complain. Of course, if they did I'd dock them a thousand XP.
