Sep 25, 2015, 3:15 AM

I'm pretty sure I put this in the "more or less constructive" thread. I don't really feel putting down different RPG systems is particularly constructive to this conversation. If you must continue @Derp please go start your own thread.


@Arkandel, so answer your very old question-- I don't know specifically what I want or what I am hoping to achieve. I have decided from reading this conversation that I wouldn't run a game with a stated XP cap, instead there would be a "soft XP cap" that was "enforced" via staggered autoxp. I'd decide a max amount for the game, decide how many weeks I want it take to get there, and then figure out how to stagger it from there.

e.g. I want folks to "cap" out at 200xp. I want it to take a year. The first X weeks they get 4xp. The second Y weeks they get 3xp. They third Z weeks they get 2xp. Etc. They would be able to earn non-auto XP in other means even above this cap, but once they hit 200xp, they HAVE to be active to get XP.

Granted this then comes to the problem of:

How do I keep people with piles of XP from "solving all the problems"? One problem with Mage as a game is that allows for such a wide range of abilities. And thus people with piles of XP can very, very easily do everything and steal the spotlight. Yes, your character can both fight and solve the puzzles-- but if you do, will the other people in the scene have any fun at all?

I think if I run another game I'll need to find a way to have people come up with what "roles" they want to play, and how to keep them from stepping on each others toes and working as a cohesive unit. So everyone has fun.