@surreality said in Earning stuff:
When it comes to individual character advancement, I am very biased in favor of 'earned', to the extent that the 'just handed out' portion I've considered implementing remains consistent and has a 'catch up' metric to not benefit early adopters to the detriment of new arrivals
I have two caveats about what you're saying sur. Let me break those down:
This is because different players have different strengths, and ultimately I believe in rewarding the player's contribution to the game (as a community) as much as anything any given character has learned or accomplished.
This is really important because you've seen how we all value different playstyles here on MSB even when it's a theoretical thought exercise and not a matter of dictating policy; anything from posed tense or length, playing to win or not, sharing or hogging the spotlight, PrPs versus grid play... it would be very easy for staff (and thus systems) to bypass players whose contributions are using a different vector than expected.
To give an example consider the stereotypical "quest-giver" type of high end noble. It's a pretty useful archetype - you're in a position to delegate responsibilities and thus generate RP for others, but depending on how that's measurable (or if) it can slip under the radar since you're facilitating rather than directly determining the outcome of RP. The party you just inspired to go investigate the attack at that farm got a sweet PrP out of it and some extra XP, but maybe your efforts weren't recognized the same way.
Earning things depends on observable contributions.
This means you can do what Apos describes quite well: reward the behavior you want to encourage, whatever those behaviors may be. It may be volunteering to help newbies at certain times, it may be running plots, it may be creating on-grid businesses, it may be creating new items in character, writing up specs for items/magic/rosters/what-have-you for the game on the whole to benefit from out of character, going for the compromise rather than the kill, taking a loss... the list is practically endless.
Again I agree, but again I'll present a counterpoint - in this case that what staff wants to incentivize isn't necessarily what they are actually doing.
For instance +vote based systems are supposed to reward socialization by crowd-sourcing the act... yet they have been known to go awry either because players mishandled them ('YOU get a vote, and YOU get a vote... everyone gets a vote!') or the carrot itself distorts the nature of interactions on the grid by creating gigantic scenes people join to try and milk votes. Both HM and Arx have suffered from the same issue, at least for those who prefer smaller gatherings, since they can force players to choose between comfort and advancement.
In other words even if you go in with the purest motives to reward what you want to encourage, it doesn't mean you don't end up inadvertently causing a different, possibly unrelated or even counterproductive effect.