@acceleration said in Alternate CoD/WoD Character Growth / XP Systems:
@surreality
If players are actively bitching out another player or the ST (openly or not) in the middle of a plot, something is wrong with the flow of the plot. Engaged players will be busy thinking about how to salvage the situation or turn it to their own advantage ICly if the opportunity is created correctly.
Can players be bitchy, catty assholes? Absolutely.
...and there are some players who are, the moment something doesn't go the hero wish-fulfillment way, going to devolve into catty bitchiness and never come back. This is not a good thing, and it's not the ST's fault.
Do they complain less when they're having fun? Definitely.
...please stop speaking in universals. This is not always the case, and this is the problem I have with the way you're presenting your arguments: as if they're universal truths. They're simply not. If you don't prepare for situations that absolutely do exist -- even if you have not experienced them yourself you're getting reports here of others who have encountered these player behaviors -- you're going to get blindsided when they occur, or may not see the issue for what it is when it presents itself.
Can they have fun even when they're failing? My answer to that is hands down, yes.
Oh, we agree here in full. I enjoy screwing up as much as I enjoy succeeding, personally -- but I am also aware that not every player feels the same way, and players who do not feel the same way may behave differently in these situations.
This seems to be where you and I differ, @surreality , because my experience was that an engaging storyline would keep players, well, engaged and coming back even though one or two characters might have (quite often) made terrible decisions. I did see players choose to take dramatic failures and I didn't see people bitching about the OOC choice to do so (which may have just been me with the blinders on, but I'm judging mostly by the fact that they came back for more.)
I see this happen more often than not, too. Most players are absolutely down with this, and embrace the play style we both seem to agree is ideal (partly why I'm not quoting some of what's below, since it describes this in more depth), and believe to be the way the game is intended to be played: with success and failure as part of the story.
It's just that not everyone is on board with this. Some people take the first sign of adversity as time to take their ball and go home. Some people can't handle the idea of not winning, not being the hero, or of that guy screwed up my chances of being a hero!!!
Crappy players are, sadly, out there. Sometimes the ST can get them to come around, sure. Not always, though.
Pressure from other players to metagame toward a positive outcome is a real thing. It's been discussed here and even argued by some that players should behave in this way. (I don't agree with this, obviously.)
It's not something that's resolved with carrots, and is a case in which sometimes a hint of stick needs to be applied.
@Warma-Sheen said in Alternate CoD/WoD Character Growth / XP Systems:
Tasks are supposed to be failed because of fear and groups are supposed to be hindered. A lot of people don't play it that way without some incentive to do so. And even with incentive, some people still don't do it.
^ This nails it. Some people don't like to lose. Or lose face. Or just not win. Or not be the star. They definitely exist in this hobby. Throwing in 'someone as a player is choosing to fail, which affects my ability to succeed' is going to be a complicating factor when dealing with these personalities. It's not that complicated a problem to recognize as one that definitely exists.