@Arkandel said in What game system would you prefer for a big-tent nWoD project?:
Do not underestimate the effect regularly having 60+ active players around has on being able to find stuff to do.
That's not the case for most nWoD games which peak in... the 40s range? And usually have 20-30 players on.
See the issue isn't whether there's a ST explicitly tossing plot around. It's the idea that players know in advance plot is available and, more importantly, when it will happen. There's a time and a place involved, so if they show up they are going to participate in... something.
In my opinion that kind of pre-scheduled 'plot scene' is almost universally horrible for everyone involved because it's just too many players in the same place at the same time. Unless the game is extremely small, I think it makes more sense to handle the plot like Arx does it where it by and large happens discreetly through bluebooking, private scenes and story emits.
Many nWoD games are caught in a perpetuating trap of mutually assured inactivity when you log on, look around, find nothing to do and go idle (or log off) then I log on, look around... and so on.
Limiting XP doesn't do anything positive and it might even damage their potential by placing the upper half of cool powers out of reach for the first few months on MU* which effectively won't last for that long anyway.
Aspirations don't fix it either because although they are organic they require interesting RP to be happening in the first place whereas PrPs both generate and reward RP at the same time.
While it sounds attractive to have all the 'cool powers' I think that it isn't really great for the game for everyone to run around with enormous powers. It makes it much harder to create engaging plotlines and ensure that the local setting makes some amount of sense. World of Darkness works a lot better as a MU* when players are on the lower end of the power scale imho.