@ThatGuyThere said in What does advancement in a MU* mean to you?:
New Prospect had an interesting idea for xp in WoD. Instead of doing it as xp and spending it, it was time based you had a number of slots you could be actively learning things with and then when enough time passed it was added to your sheet. I don't remember hearing a lot of complaints about the system but the game did not last long due to other dramaz.
New Prospect still exists, but lack Mummy, so poo on them.
As to the original topic... I dunno? Dinosaurs are bad, static growth is bad... I absolutely HATED the NYC nWoD game around the time of HM and Saint Petersburg and TR's beginnings, because it capped out at 1.5 xp per day, IF you were IC in another room with a PC and had a semi-low idle time, and/or could be supplemented by noms (but still capped at 1.5 xp).
I like SR Denver's method, to a degree. The record there is something like earning 800 karma in a year, or a year and a half? Kassandra was crazy, but when you have a circle of 8 players who can run plots for each other daily so no one gets burned out, wonderful things can happen.
Return on investment, I guess, is a good explanation. Give newbies a chance to, if not catch up to the dinos, at least close the gap with some effort.
But that's all XP.
Advancement, itself, is tricksier. Get better at things... more SWAG. A clever idea is to lower TNs based on skill level, rather than adding dice, but I just pulled that out of my ass, so I don't know any of the long-term implications of it.