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XP is a major weapon in the DM arsenal
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<blockquote data-quote="The Crimson Binome" data-source="post: 7135355" data-attributes="member: 6775031"><p>You can certainly choose to play in a different world, with a different "fiction" that is represented by different rules. The major job of the DM is to determine those many things which the codified rules cannot cover. The rules - whether from the book, or as the DM presents their adjudication for each set of circumstances - need only be sufficiently adequate that the players and their characters would make the same decisions for the same reasons.</p><p></p><p>It's possible that the OP intended to say that, and the point was simply muddled in translation, but it certainly read to me that they were trying to appeal to the player quest for XP rather than actually intending to reflect a different in-game reality. </p><p></p><p>The major issues are <em>what</em> the in-game reality is, such that the altered XP awards are a better reflection of that reality; and <em>how</em> the PCs are aware of this fact, such that they can legally make decisions by taking it into consideration. If you're playing a court-style game, such that you can only earn XP through non-violent conflict resolution, then <em>why</em> do you get better at swinging a sword or casting spells by talking to people rather than by swinging a sword or casting spells? And more importantly, how does the <em>character</em> know that they'll only get better at swinging swords or casting spells by avoiding violence?</p><p></p><p>In terms of influencing the behavior of the character - whether you want them to focus on acquiring gold, or getting in fights, or avoiding fights - how the character <em>thinks</em> the world works is far more important than how the world <em>actually</em> works. But if there's any sort of discrepancy between those two - if how the world actually works is different from how the character thinks the world works - then that's just a recipe for frustrated players <em>and</em> characters.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7135355, member: 6775031"] You can certainly choose to play in a different world, with a different "fiction" that is represented by different rules. The major job of the DM is to determine those many things which the codified rules cannot cover. The rules - whether from the book, or as the DM presents their adjudication for each set of circumstances - need only be sufficiently adequate that the players and their characters would make the same decisions for the same reasons. It's possible that the OP intended to say that, and the point was simply muddled in translation, but it certainly read to me that they were trying to appeal to the player quest for XP rather than actually intending to reflect a different in-game reality. The major issues are [I]what[/I] the in-game reality is, such that the altered XP awards are a better reflection of that reality; and [I]how[/I] the PCs are aware of this fact, such that they can legally make decisions by taking it into consideration. If you're playing a court-style game, such that you can only earn XP through non-violent conflict resolution, then [I]why[/I] do you get better at swinging a sword or casting spells by talking to people rather than by swinging a sword or casting spells? And more importantly, how does the [I]character[/I] know that they'll only get better at swinging swords or casting spells by avoiding violence? In terms of influencing the behavior of the character - whether you want them to focus on acquiring gold, or getting in fights, or avoiding fights - how the character [I]thinks[/I] the world works is far more important than how the world [I]actually[/I] works. But if there's any sort of discrepancy between those two - if how the world actually works is different from how the character thinks the world works - then that's just a recipe for frustrated players [I]and[/I] characters. [/QUOTE]
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