@arkandel said in Game Design: Avoiding Min-Maxing:
The main reason to using, say, nWoD 1.0 is that people are already familiar with it. You don't need to explain how it works too much, you can just point out which books your MUSH will use and... that's it. You can then count on veteran players to guide others right from the moment you open your doors, something home-grown systems don't have - no one's a veteran. But open a nWoD 1.0 game and you'll get a bunch right up front.
Speaking as someone who went through the process of trying to learn nWoD stuff in the past year, I actually find this to be a bit of a damaging assumption to make. My experience is more that you can count on veterans to not actually have a great handle on how to talk about the system to someone who's just started to learn it.
@d-bone said in Game Design: Avoiding Min-Maxing:
But like.. I'm not advocating for fast advancement, I never advocated for that, I advocated for a realistically time frame for advancement to occur. If your game has 4 to 1 time dilation, 2 IG years seems pretty adequate amount of time to acquire a level of mastery that should be feasible... and not just 'expert', especially if that character is participating in .adventures or situations that test their mettle a lot. A game with a multiplicative system really makes such advancement infeasible.
If a game using FS3 were on 4:1 time, I imagine they'd adjust the amount of weekly XP that went out. (Because, like, you can adjust all of that?) But games running 4:1 seem super uncommon. Like, I hear that Firan used 4:1 at least at some point, but I've never come across it in the wild of any game I've checked out.
But the larger point is that game runners could adjust the amount of weekly XP super easily if they were running a super-fast game like that.