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Worlds of Design: The Benefit of Experience
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<blockquote data-quote="Laurefindel" data-source="post: 8129716" data-attributes="member: 67296"><p>My experience with XP for characters' personal goals is that it's very unequal. It works great in theory, but it hasn't work so well in practice for me.</p><p></p><p>Some players work really hard to accomplish their character's goal and get nothing until it finally gets resolved, while other players are scoring goal after goal because they have less lofty ambitions. Or else the adventure takes you in a direction that makes your goal extremely hard to complete, while making it very easy for another player.</p><p></p><p>Then there are players who, naturally, have a more charismatic or leading personality and steer the game in the direction of their own objective, or that of their close buddy's. That can be an issue around the table even when there are no XP involved, but it can be crippling for some players in games where these are the main source of XP.</p><p></p><p>In other words, character-driven objective rewards extrovert or strong player, leaving the shyer players in the back both in spotlight and abilities. Most of the time it's not even intentional; the shy player may even appreciate the extrovert player's roleplay. A good DM can correct the course as it goes, and "good" players will help each other out to keep thing relatively leveled, but not all groups have that level of experience and camaraderie.</p><p></p><p>Recently, I've been leaning on group XP for collective <em>and </em>personal goals (among other things), so that the quiet guy will benefit from the big-mouth guy who gets it all otherwise, and the big-mouth gal will benefit from helping the shy gal's character complete her story.</p></blockquote><p></p>
[QUOTE="Laurefindel, post: 8129716, member: 67296"] My experience with XP for characters' personal goals is that it's very unequal. It works great in theory, but it hasn't work so well in practice for me. Some players work really hard to accomplish their character's goal and get nothing until it finally gets resolved, while other players are scoring goal after goal because they have less lofty ambitions. Or else the adventure takes you in a direction that makes your goal extremely hard to complete, while making it very easy for another player. Then there are players who, naturally, have a more charismatic or leading personality and steer the game in the direction of their own objective, or that of their close buddy's. That can be an issue around the table even when there are no XP involved, but it can be crippling for some players in games where these are the main source of XP. In other words, character-driven objective rewards extrovert or strong player, leaving the shyer players in the back both in spotlight and abilities. Most of the time it's not even intentional; the shy player may even appreciate the extrovert player's roleplay. A good DM can correct the course as it goes, and "good" players will help each other out to keep thing relatively leveled, but not all groups have that level of experience and camaraderie. Recently, I've been leaning on group XP for collective [I]and [/I]personal goals (among other things), so that the quiet guy will benefit from the big-mouth guy who gets it all otherwise, and the big-mouth gal will benefit from helping the shy gal's character complete her story. [/QUOTE]
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