@Thenomain said:
Online, this is tied up into the question of the power level or levels of the game, IMO. That is a discussion I haven't seen often and never at length. So to me, the question is: Are players losing out in your system if they can't participate at the level of the rest of the group?
I think this policy on a MUSH has the unintended consequences of doing just that, though from several different ways.
When you have full XP transfer, it means that very soon you're likely to have a very min/maxed playerbase (this will depend on the size/how much turnover of players you have though). The people who have been around for 6 months or whatever the catchup is, and then the newbies--who are crippled not only by the fact of being newbies but also then by the power differential. There are ways to deal with that (social RP, rewarding top of the heap people who run things for lowbies, leadership requirements, ect) that are great on paper, but I'm not sure how they truly work out long term.
I also think that coming in to a new sphere with a new PC at max XP seems to be problematic for the players that do that as well, especially if they're unconnected. By stats there can be an expectation of them being useful/essential/easily incorporated but that's not always the case either. And then if you have an XP system like TR you have no flexibility to amend things unless you respec.
I think the expectation that the only way to have fun/be effective is to never fail has been detrimental to other games. (I've seen this elsewhere, where folks will not get out and do anything because "well, I only have a dice pool of 8, I can't do anything.") I do think that there's something lost when you can be effectively isolated from ever feeling that noobish level of PC again.
I have noticed people taking more stupid risks (outside of ICness) and behaving in ways they probably would not otherwise, because they know that a PC loss isn't a loss, they can just bounce right back into a sphere at the same level as before.
And after a time staff often must focus on the high enders, because they're the the most difficult to challenge. Or conversely, they might be ignored because they don't know how.
All of these things can be addressed, but it's a lot of work. I don't know that for me these issues are outweighed by the advantages of allowing everyone to rollover full XP at will.