@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.