With as long as the merits and drawbacks of various XP systems have been debated, I’m still kind of amazed that anyone believes that there is a ‘perfect’ system out there waiting to be discovered. There have been enough prevailing theories and enough iterations of different systems over time that, for me, I think it’s been fairly conclusively proven that in designing an XP system you’re really looking for a balance which, while not perfect, will not drastically impact any one particular group. HMs ‘play all the time and in giant groups if you want to get ahead’ time/+vote system really slighted people with RL commitments or, frankly, just a desire for less chaotic 2 and 3 person scenes. I’m pretty sure I recall @Ganymede, who has long advocated for games that consider the needs and inclusion of people who are only realistically going to have time to play a scene or two a week shoehorned in amongst many other RL commitments, saying as much though ultimately she both played and staffed there.
As someone with RL commitments herself and who likes not to have to start with a completely bumbling novice character, I loved The Reach’s XP system in theory, but by the same token I think the general consensus is that, several years on, it has its own flaws that make the game environment occasionally weird to navigate.
The XP system is mainly @Coin’s baby, as he’s both more interested in system design than I am and has had first-hand experience playing on Reno, a fully GMC MU*, where I haven’t. That being said, we all discussed extensively what we wanted it to be like and most of these points were considered extensively, including not wanting people to have to start off with the skillset of a high school freshman, wanting to allow for players that came along later to have a clear and non-demanding path to something roughly akin to parity with the ‘dinos’ and also not wanting to see things devolve into the realm of the utterly absurd if we got more than two years on with this. I think there’s a balance to be had there between not taking someone who can only play a little out at the knees while at the same time rewarding activity and contributions to the game since while, no, not all ‘activity’ is going to end up being a breathtaking work of well-plotted prose, at the same time, no matter how nuanced and original someone’s character is designed to be, nobody else is going to get the benefit of that until they actually go RP.
I think that, as this stands, you could make a character and not get around to playing more than two or three times a month and still do really, really well XP wise, especially at the outset. Nine months to a year on, yes, people who are very active will start to pull ahead of you, if you’re the type to view XP as an arms race, though it should still take a while before it starts to be a huge factor, and even then you’ll still be ‘ahead’ of everyone who comes after.
I think, at this juncture, I’m not that worried about it for a couple of reasons: First, if I have a concern about stats and XP at all, it’s mainly that it is really very easy to make something utterly terrifying straight out of chargen in GMC. The power levels are intrinsically high, and (just to pluck one example of many, as this is true across all the games) a straight-out-of-chargen flying Demon with murder hands and the ability to do 8-again agg damage with all firearms is potentially going to smoke anything if it wins init. And second, as I think has always been the case and always will be the case, raw statistical power on MU*s is always going to be secondary to social power. The character who is not around all that often but is thoughtfully imagined, delightful to interact with and beautifully played will be adored by many and eagerly anticipated when they do arrive, will get +recced for their efforts, will be kept in the loop on plots, will have friends and allies aplenty, and will ultimately fare far better than the comparative jerk who has a few higher stats. This, ultimately, gets complained about just as much as XP systems do, and while I think we’ve tried to mitigate both as much as possible and strike a balance, I don’t think I believe in the possibility of eliminating all these problems entirely for everyone for all time, though if anyone can prove me wrong I would be utterly delighted. I think I can speak for everyone involved when I say that we’re committed to collaboration and discussion, so bring on the constructive tweaks. This is part of the six-month thing that Theno mentioned, as the idea was we'd stop at various points and sort of query everyone involved with the project, players and staff, and say: Okay, what do we love about this and what's not working? What do we need more or less of? And while consensus is rare and this wouldn't be a straight-up majority opinion thing, I think regularly scheduled bouts of introspection would be helpful to keep things on track.