@Derp said in What game system would you prefer for a big-tent nWoD project?:
@Coin said in What game system would you prefer for a big-tent nWoD project?:
This is really the only way to do it. Games that require certain types of activity to gain XP should have a LOT of different means of getting XP (e.g. Conditions, Aspirations, PRPs, SRPs, Auto XP, Votes, Reccs, RS, etc., etc.). The more? The better. Then you set a max amount of XP you can gain per x time period and then you decide how much of that max any ONE source can net you (maybe 50%).
So some people who really like to run huge social scenes that entertain a lot of people might get a lot of their XP from votes, while others who really like to have one-on-one scenes with heav y characterization might get a lot of reccs, while still others who like to game Conditions and Aspirations can do that, and still others who really like to be in all the PRPs and SRPs can get Xp from that, etc., etc.
Create systems for people to get XP from a BUNCH of different ways so that they don't feel overly tethered to a single system, and then limit how much they can get from any one.
FWIW, I don't disagree with you. My point was mainly for Livia, re: the game-ness and optimization stuff. In a game with unlimited xp, sure. They aren't fun for her and she doesn't want to do them. She doesn't have to, and in a capped system, she isn't losing out.
In an uncapped system -- I dunno, man. You either use them or you don't? shrug But I've yet to see a game that doesn't put some kind of weekly cap on it, given how ludicrously easy it would be to become an overnight god.
I hate "x time frame" because it does things like "I already hit my cap so I am going to wait to process this 'til next week" or "why bother doing this before the week rolls over since I won't get XP for it", etc.
My preferred solutions for this is to set a game-wide cap on how much XP anyone can have earned, period, that goes up on a daily basis. So, for example, at game start, no one can have more than 10 XP (earned, total) because that's what you get at chargen. Perfect.
That max goes up by, say, 1 beat per day (so 1 XP every five days). So on day fifty of the game, you can have a max of 20 XP earned. On day ninety (three months in) you can have 28 total earned, etc.
There's no cap to how much you can earn in a week, or a day, or a month; you just stop earning when you hit the limit (and that limit goes up daily, so you can always earn at least 1 beat per day (which is pretty decent, pace-wise).
What does this do? Several things:
- It provides people who RP constantly, every day, with a small measure of XP rewards, without letting them go ballistic and soar past other people uncontrollably;
- It allows people who chargenned months after someone else to be able to catch up, since there isn't a limit on how much XP they can earn in any one arbitrary period of time;
- It allows people to play the way a lot of people like to (or can): in bursts (e.g. maybe I have a job, or obligations, or depression, or whatever, that means I have heavy activity for a month or two, and am very passive and inactive for a month or two; this would let me catch up when I am active without penalizing me for having a life, obligations, or whatever that keep me away from the game).
- It gives staff an easy tool for controlling the speed of XP character growth. If you notice that after three months, 1 beat per day is too much (or too little) you can just adjust up or down from that point forward, without screwing anyone over because it affects the entire player base exactly the same.