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The Archives => Meta (Archived) => Topic started by: LordVreeg on February 14, 2012, 04:24:23 PM

Title: player advancement
Post by: LordVreeg on February 14, 2012, 04:24:23 PM
Quote from: SPARKLETWIST
Quote from: LordVreeg
I alos love having players advance at differing rates...healthy competition is a wonderful thing.
I'm not going to derail Xathan's thread with a long rant on why I think this is a terrible idea.

Sparkle did not want to derail...and I respect that so I brought it here.  But 'Terrible' is a strong word.  I am at work so I'll post and run.

I guess I have a few thoughts on this.  Borne out of playing very balanced games and not so balanced ones, and running both.  And after doing this for 35 years, I'll probably never run a long-term game again that does not give out explicit rewards for actions, which leads to differing rates of growth.
[note=must be coming out of my crazy season]  I actually am taking time out of the work day...to get back in the META-saddle.  Crayon, see!   [/note]
One of them is that I like rewarding better gameplay, and trying to reinforce it.  My system of choice specifically tries to reward and encourage roleplaying...not just as a philosophy, but a mechanical reinforcing.
"The last piece of advice is to err in favor of roleplaying. .. But on the other side, maker sure that superalative roleplay is rewarded.  Skills are supposed to encourage roleplay, not used to avoid it."
Players literally get an exp reward for every skill use.  the more skills they use, the faster they advance.  And my players, in all sorts of venues, seem to like this.  

On top of that, and my players all know this, I give out a Roleplay EXP bonus at the end of every single session.  And it is based on how well they roleplay.  I will let the SIG players comment how it works for them.
Part of the thing I like is that some of the worst rolled or statted characters can excel in roleplay...and many have.  

So, I leave this hear to be commented on.  This is my experience, and no one can tell me it does not work, since I have a waiting list in my Igbar game right now.
But it does not mean it works for everyone or every style game.  


Title: Re: player advancement
Post by: Xathan on February 14, 2012, 05:05:19 PM
Quote from: LordVreeg
Quote from: SPARKLETWIST
Quote from: LordVreeg
I alos love having players advance at differing rates...healthy competition is a wonderful thing.
I'm not going to derail Xathan's thread with a long rant on why I think this is a terrible idea.

Sparkle did not want to derail...and I respect that so I brought it here.  But 'Terrible' is a strong word.  I am at work so I'll post and run.

As strong as the word is, the simple phrase "I also love having players advance at differing rates...healthy competition is a wonderful thing" evokes some pretty bad ideas in my head. It feels like the game would be combative and unbalanced. However...

QuoteAnd after doing this for 35 years, I'll probably never run a long-term game again that does not give out explicit rewards for actions, which leads to differing rates of growth.

Please, allow me to beat sparkle to the grognard comment. ;) And this makes...moderately more sense, especially when viewed in context of below.

QuoteOne of them is that I like rewarding better gameplay, and trying to reinforce it.  My system of choice specifically tries to reward and encourage roleplaying...not just as a philosophy, but a mechanical reinforcing.

Every game I've played in/run gives out roleplay experience. Maybe it's just that I've been lucky to play with good roleplayers, because this always ends up being mostly balanced (people tend to stay within 50-200 XP of each other and fluctuate) and leading to an equal rate of progression. I can see how poor roleplaying is a bad thing, but I guess this depends on how big RP rewards are - especially because, in my 10 years of experience (holy crap I've been roleplaying for 10 years), players who aren't great on RP are big on combat and the nitty gritty stuff. Question: Do you give out roleplaying experience for things like describing attacks/abilities in flavorful and unique ways?

Quote"The last piece of advice is to err in favor of roleplaying. .. But on the other side, maker sure that superalative roleplay is rewarded.  Skills are supposed to encourage roleplay, not used to avoid it."

What's that line from? I'd be interested in reading the blog or whatever it came from. And I do agree with it - but it feels rough to punish less skilled roleplayers.

QuotePlayers literally get an exp reward for every skill use.  the more skills they use, the faster they advance.  And my players, in all sorts of venues, seem to like this.

Is this something you do in non-guildschool systems? (I know guildschool is build around this very concept, but for many other systems this isn't part of design, and I was wondering if that philosophy applied to, say, AD&D) And my above question about good description from a bad roleplayer applies here as well.

QuoteOn top of that, and my players all know this, I give out a Roleplay EXP bonus at the end of every single session.  And it is based on how well they roleplay.  I will let the SIG players comment how it works for them.
Part of the thing I like is that some of the worst rolled or statted characters can excel in roleplay...and many have.

I know I've asked similar questions, but I guess what it comes down to is simple: what constitutes "good" roleplay? It's a fairly vague term, and I think the opinion differs from GM to GM.

QuoteSo, I leave this hear to be commented on.  This is my experience, and no one can tell me it does not work, since I have a waiting list in my Igbar game right now.
But it does not mean it works for everyone or every style game.

Emphasis my own.

I think this is the most critical thing about any meta decision like this. For example, I'm running a d20 game soon IRL that has two players that are very new to roleplaying. I'm going to have to be careful with RP experience or they could fall behind very quickly and we could lose them or turn them off roleplaying. This entire thing is game dependent, and it's good that it works for you. Maybe I'm overly cautious, but I can't help but wonder if you've just gotten lucky with the crop of gamers you've gotten - though I could be totally off base there, in my experience this would be more harmful than helpful.

Then again, that's just for my games. ;)



[/quote]
Title: Re: player advancement
Post by: beejazz on February 14, 2012, 05:06:03 PM
I key xp to the completion of quests. Player sets a quest, player achieves goal of quest. Player gets 1xp, in addition to whatever in-game stuff the quest earned them. When the player's xp equals the next level, they spend it and level up.

I use this system because it encourages roleplay, tells me pretty much exactly what I need to prep, and actively narrows gaps (so said gaps are minor or temporary setbacks).

I sometimes use xp bonuses to encourage attendance or recruitment, but in such cases I'd multiply the required xp to level by the max xp per session. So if three factors weigh in I call for three times the xp.

I don't worry about players being different levels so much, though.
Title: Re: player advancement
Post by: Kindling on February 14, 2012, 05:10:06 PM
I suppose, as with so much else, this depends on good player-GM communication. As you said in your post, your players all understand that your game is going to work like that, and that their characters will advance in that particular way, so it's cool. The only way it would be an issue is if they were expecting to advance in a different way, and have their characters be balanced differently.

I tend to think that as long as the players know roughly what to expect from a game before going into it, they should be able to enjoy it. And as long as they're enjoying it, then it can't be "terrible"
In fact I think that applies to pretty much everything about gaming really, the whole player expectation bit. But then again, I am reminded of this (http://monstersandmanuals.blogspot.com/2012/02/you-are-responsible-for-your-own-orgasm.html)

EDIT: Just realised how much of a non-reply this was, sorry! I may as well have just said "Yeah man, whatever"
Title: Re: player advancement
Post by: Matt Larkin (author) on February 14, 2012, 05:36:53 PM
I agree with Xathan. I used to always do roleplaying rewards for everything. Made up the majority of rewards in many of my games. Sometimes players liked this...

However, one pointed out, that either the XP balances, in which case the whole idea is moot. Or it doesn't balance, and this creates problems. Not only does it mean it's harder to balance encounters, but some players may feel less useful.

Moreover, players that get lesser rewards may feel cheated. You could say, "well next time, roleplay more." You could also lose friends and players that way. Some players just come to hang out and have a good time. But they're there on time, week in, week out, bringing the snacks, and generally being swell friends. I don't need to penalize them for poor acting, because getting into the roleplaying is it's own reward.

Moreover, it raises the same issue Xathan raises--I've become the sole judge a what constitutes good roleplaying. A player may be entirely in character doing little, because he feels his character has a reason to be morose or taciturn or whatever. From my perspective, he might just not be roleplaying, but not from his. I hesitate to tell him, "you're playing D&D wrong."

Sometimes, players like getting rewarded for clever ideas...and I've had this work well. Just saying, there are two sides to the issue.

Quote from: XathanIs this something you do in non-guildschool systems? (I know guildschool is build around this very concept, but for many other systems this isn't part of design, and I was wondering if that philosophy applied to, say, AD&D) And my above question about good description from a bad roleplayer applies here as well.
The Riddle of Steel works in a similar fashion. So have most versions of my own Echoes systems (currently Echoes: Dreamwalker is being revamped).
Title: Re: player advancement
Post by: LordVreeg on February 14, 2012, 05:57:28 PM
Quote from: Studious Xathan
Quote from: Vreeg
"The last piece of advice is to err in favor of roleplaying. .. But on the other side, maker sure that superalative roleplay is rewarded.  Skills are supposed to encourage roleplay, not used to avoid it."
What's that line from? I'd be interested in reading the blog or whatever it came from. And I do agree with it - but it feels rough to punish less skilled roleplayers

am still at work or would answer more...
It is from the Guildschool rulebook (http://celtricia.pbworks.com/w/page/14955619/Guildschool#view=page).

From the Skill Page (http://celtricia.pbworks.com/w/page/14955644/How%20skills%20are%20used%20and%20played%20in%20game)
Title: Re: player advancement
Post by: Magnus Pym on February 14, 2012, 05:59:02 PM
Haven't read much, but I think two reactions triggered this thought on my part.

Quote from: LordVreegI alos love having players advance at differing rates...healthy competition is a wonderful thing.

I strongly agree with the idea. Having a sort of soft competition between the players, I think, will make them work their brains even more for more creative ways to accomplish their goals. And I think this is nice for a RPG, being what it's supposed to be.

Now, notice he said, and I underlined; healthy? I do agree that if the competition reaches a point where a player has supremacy over all others and that it's not fun for everybody anymore, then it ruins the entire point of "gaming". Though, if there is still balance and like Vreeg said, there's a fun, healthy competition... then why not? I don't have any bad ideas that come to mind when I think about "healthy competition", nor do I think it's a terrible idea (though I respect the opinion).
Title: Re: player advancement
Post by: sparkletwist on February 14, 2012, 06:56:31 PM
Quote from: LordVreegTerrible' is a strong word.
It is a strong word. I stand behind it. It's already been mentioned the corrosive effect that too much "healthy competition" can have on the party, so I won't waste a lot of time going into detail on that. Suffice it to say that it's a significant issue. However, it's far from the only problem. Another significant issue is that the entire notion of an "encounter that is appropriate to the characters' skill level" goes out the window. Now, I'm not saying you have to use something as meticulous as the D&D CR system or whatever, where encounters are meticulously calibrated to the party level-- I think both you and I like a more organic world where characters are free to wander and see what they can find-- however, when designing the kinds of things that the characters can find, you still have to think, in broad terms, about what they can deal with. Too much of a disparity means a monster (or encounter, or whatever) that is not a challenge at all to the upper-achieving part of the party, or something that can completely obliterate the lower level members-- or, worst of all, quite possibly both.

Quote from: LordVreegI give out a Roleplay EXP bonus at the end of every single session.  And it is based on how well they roleplay.
What does that even mean? At this point you might as well just throw out experience points and base leveling up on GM fiat like True20.

It seems more like this is your safety valve for when all the above problems become too evident, so you can just give an underachieving player a "roleplay bonus" to catch them back up to somewhere close to the party's experience level. It's easy to justify, because when their character sucks at everything appropriate to the skill level of other party members, all they'll be able to do to contribute to the game is "roleplay."

Quote from: LordVreegThis is my experience, and no one can tell me it does not work, since I have a waiting list in my Igbar game right now.
These are two different things. I'm not trying to say you're having badwrongfun or whatever-- it obviously "works" for you in the sense that it allows you to play the kind of game that you and your group want. Good for you. However, that doesn't mean it's not a mechanically broken approach that only functions in-game because of extensive use of GM fiat.

Title: Re: player advancement
Post by: Steerpike on February 14, 2012, 07:34:35 PM
The following has rant-like qualities, but it's intended as politely as possible, not as an attack...

I'm not sure I like the idea of rewarding players with xp at different rates depending on how well they roleplay.  It might work for certain groups or under certain GMs, but personally I feel it would tend to create a feeling of stress during a session, a feeling that the player is constantly under pressure, that they're being constantly evaluated, and that they might be found wanting.  I want my players to roleplay because they have fun roleplaying, not as a means of obtaining more xp, and I've never felt that by not giving out character-specific xp rewards at the end of each session I'm discouraging roleplaying.

That's not to say that I don't give out xp for quests or story, just that I don't tend to differentiate between players.  Sometimes I do do solo sessions to help develop characters and give players who've missed sessions a chance to catch up xp-wise, but I think that's a different ballgame.  There are some significant level disparities between players in my CE game but they arose not because I rewarded players differently but that certain players (TMG & Ghostman, prominently) attend sessions religiously.  In other words, I strive to award xp based on roleplaying time, not based on a subjective measure of roleplaying quality.

I think that having the GM hand out xp for roleplaying emphasizes the GM's role too much.  I'm often struck by how amazing my players are, and how little the session is often about me.  For example, during a recent session, seven of my characters had a rich, involved conversation for about fifteen minutes in which I barely interacted; I went and got a cup of coffee and just watched the show.  I feel that if I stepped in and judged that conversation and picked "winners" and "losers" I'd somehow be cheapening the purity of that interaction.  Who am I to say who roleplayed "better"?  What if a comment or line of dialogue I thought sucked other players loved?  By giving the player whose line I disliked less xp, I'd be moulding and constraining the roleplaying experience in a way I don't think the GM should.  For me a good GM is like a piece of really adaptive, organic software, presenting a world that reacts, evoking images, playing the NPCs; the GM is not a judge or a god, not a teacher or a critic.  The GM is there for the players, not the other way around.

I can see situations where selective, variable xp rewarding might be useful.  I've played in tabletop games where some players spent the session playing World of Warcraft and only interacting during combat while other players actually played the game, and I can see the temptation/utility to reward those players less.  But really, if you're just in the game for the xp, you're in it for the wrong reason, IMO.  Crunch/mechanics/xp are a means to an end (story, fun, narrative) not an end in and of themself (I have the best character, look how awesome I am).

EDIT: I do occasionally hand out quasi-facetious "+5 xp for insane badassery" rewards, but I keep the amount intentionally super-low so as not to mechanically incentivize roleplaying in a certain fashion.
Title: Re: player advancement
Post by: LordVreeg on February 14, 2012, 08:07:20 PM
On the iPad now, so can't really cut and paste...
Happy this got a lot of responses and got people responding.
I think to some lesser degree it got some people thinking. 
Title: Re: player advancement
Post by: Matt Larkin (author) on February 14, 2012, 08:16:32 PM
I more-or-less agree with everything Steerpike said. Also:

Quote from: Steerpike
...a feeling that the player is constantly under pressure, that they're being constantly evaluated, and that they might be found wanting.
Wat: You have been weighed.
Roland: You have been measured.
Kate: And you absolutely...
Chaucer: Have been found wanting.
William: Welcome to the New World. God save you, if it is right that he should do so.
Title: Re: player advancement
Post by: Kindling on February 14, 2012, 08:35:39 PM
This might be a slight aside, now that the discussion seems to be about roleplaying-based rewards, but I think the level disparity Steerpike mentioned in the CE game also shows how fallacious the concept of party balance as an integral necessity is. As far as I'm aware there has been a significant level gap between my character Vetter and some other characters (Kaius is the only one I'm sure of) since I first joined the CE game, but I've never felt he was overshadowed or useless. Sure, he doesn't have as much HP and can't deal as much damage, but he's still a nasty little bugger in his own right and contributes significantly in combat.
Obviously that might not be the case in other systems or with different party dynamics, but I think it does show that it's clearly not necessary for everyone's characters to be mechanically equal (if that's even possible) for the game to be fun.
Title: Re: player advancement
Post by: LordVreeg on February 14, 2012, 08:54:41 PM
Well, I need to go on in a few minutes, so a full response needs some time.

But I am going to quickly describe the roleplay rewards.  I thought it was more obvious, but I must have done a poor job describing or explaining in this and the last couple threads, because what is beiong attributed is completely contrary and backwards at times.  I think in some systems and games equal level and reward is needed to make up for other lacks, but often it is not the case.

Quote from: ST
Quote from: LordVreegI give out a Roleplay EXP bonus at the end of every single session.  And it is based on how well they roleplay.
What does that even mean? At this point you might as well just throw out experience points and base leveling up on GM fiat like True20.

It seems more like this is your safety valve for when all the above problems become too evident, so you can just give an underachieving player a "roleplay bonus" to catch them back up to somewhere close to the party's experience level. It's easy to justify, because when their character sucks at everything appropriate to the skill level of other party members, all they'll be able to do to contribute to the game is "roleplay."
"What does that even mean?"
It means I reward players that play their role more and try to use the abilities of their characters in context of the game world.  It is called a an 'RPG".  Roleplaying game, y'know.

GM Fiat?  Safety valve?  Wow.  No.  I make hashmarks on my logs when characters exhibit immersion and stay in character and use in game logic, with absolutely no concern where they are compared to anyone else.  And one of the reasons I hand it out at the end is so it does not effect the game as we play it.  Since there are no 'Above Problems" that become evident, that whole statement cancels itself out.  the in game rewards for using skills and Roleplay has been remarkably consistent.

Title: Re: player advancement
Post by: LordVreeg on February 14, 2012, 09:09:56 PM
Steerpike, you'd be amazed how psychology actually works with RPGS and behaviors. 
Mechanically rewarding the behavior you want and that makes the game more fun as a tandem is...more powerful than the latter by itself.  It has a wonderful synergistic effect.  Most of the experience still comes from use of skills, direct mechanical rewards for in-game decisins.  The Roleplay is a motivational bonus at the end based on good roleplay.

I am not saying you have to be wrong, and that what you worry about would not have to be guarded against.  But characterizing use of a positive reinforcer for pro-roleplay behavior as negative feedback or even a negative social experience is I think emphasizing the trees for the forest.   
Title: Re: player advancement
Post by: Steerpike on February 14, 2012, 09:51:16 PM
Quote from: Lord VreegBut characterizing use of a positive reinforcer for pro-roleplay behavior as negative feedback or even a negative social experience is I think emphasizing the trees for the forest.
I can see some legitimacy to this.  I still feel that rewarding some over others will inevitably make those who got a smaller reward feel at best somewhat deficient ("that wasn't my best session, I must do better next time") and at worst cheated.  I can totally see giving xp for something like a skill challenge (scaling a cliff, disarming a trap) but as with other encounters (fights, etc) I would usually add that xp up at the end and divide it amongst the group.  I don't consider skill challenges of this sort to be "roleplaying" in the social sense of the word, however, i.e. I could consider them closer to combat than conversation.

My bigger or more metaphysical point is less about the positive/negative aspect as it is about the "point" of roleplaying.  Giving a mechanical reward for roleplaying seems to me to turn the experience on its head: the "point" of roleplaying becomes about accumulating xp, not about the roleplaying experience itself.  And once the GM's subjective judgment comes into play to decide who roleplayed better than the others, you open the door for disagreement, resentment, etc.

Quote from: Lord VreegMechanically rewarding the behavior you want and that makes the game more fun as a tandem is...more powerful than the latter by itself.
This is where I think we disagree philosophically speaking.  You're suggesting that part of the GM's job is to "reward behaviour you want" (and, consequently, and inevitably discourage behaviour you don't), which suggests that as GM you have a bigger say in how the game should be played, what proper or good player-character behaviour is.  This is where I differ as a GM.

I'm sure that as an uber-experienced GM playing with people you've known for years, you handle these situations with finesse, subtlety, and nuance, and avert the potential hazards.  As sparkle noted, I don't the idea that you're not having fun properly is absurd: clearly it works for you, and that's awesome.
Title: Re: player advancement
Post by: Lmns Crn on February 14, 2012, 10:09:08 PM
I am of two minds about this, like I am about most things. As always, I think I need to do more experimentation with different methods before I know whether I have an overall general preference or not, and if so, what that preference is.

[ooc]I think we have to admit at the start that there is seldom such a thing as truly even advancement.

Even if players are given exactly the same pool of basic resources to work with, in most systems, some of them are (by accident or on purpose) going to build characters that are generally more powerful/useful/better than average, and some players are (by accident or on purpose) going to build characters that are less so.

Even if that's somehow not possible or coincidentally not happening, players are going to build different characters, and those differences mean that some characters are going to end up more or less powerful in the context of a particular game scenario and its events. If we've got one political character and one combat character that we somehow agree are exactly equal in power (by what rubric, though, really?), and the game turns out to have been 55% political and 45% combat, somebody's got a "more powerful" character in context.

I think it's best to think about equality in terms of an equal capacity to make interesting and engaging choices, and it's instructive to consider those choices on two fronts. Players make one set of choices when they build a character, and they use that character to make a second set of choices during the course of play. Typically each set of choices informs the other.

It is worth considering whether your method of handing out advancement means that some players have a reduced capacity to make interesting choices.[/ooc]

There are ways to do this badly, and there are ways to do this less-badly. I think of things in terms of grading-- lesson plans, rubrics, grading point distributions-- and that perspective shows in my gaming. If you are going to give out variable amounts of "experience points" (or whatever, based on your system), you had better be goddamned certain that you are clear and consistent with your players. (Ideally, the points should also mean something, but that's kind of another issue.)

Here's one example.

Let's say I'm designing a post-apocalyptic world where the fallout of a nuclear meltdown has transformed the land into a barren wasteland, and players are all mutated to various degrees by the radioactivity, gaining various unique mutant superpowers. Let's further say that I split things up, so that there are two kinds of experience points for advancement: "regular" XP, which improves all your mundane abilities (education, fighting, computer hacking, whatever people do in this setting), and "radioactive" XP, which improves mutant superpowers only. I declare that you get five regular XP per game session, plus consistent extra for overcoming special obstacles, but everybody always has the same total of regular XP. I also make it known that characters get radioactive XP based on doing mutanty stuff. Surviving extreme radioactive wastes might be worth 1 RXP, defeating a powerful mutant rival might be worth 1 RXP, discovering lost nuclear technology thought to have been eradicated in the Great Boom might be worth 2 RXP. Players don't have the same RXP amounts, if they're doing different things.

I think this is probably an okay way to do things, because it incentivizes certain behaviors in order to reinforce a particular theme of the game that I want to showcase. A particular type of advancement is a direct result of in-game events (i.e., it's clear, both in the mechanics and in the fiction, that screwing around with radiation gives you more exaggerated mutant abilities). As long as I make clear which actions result in which rewards, players can make informed choices about which risks they want to pursue, and there's a clear cause/effect relationship driving advancement.

Oh hey, another example.

Take any game you like, set up a fixed rate of XP accumulation (say, 500 XP per game session), and give players optional homework which can earn more (say, 100 extra XP per game session, if you write an in-character journal entry or bit of poetry/art from your character's point of view).

This, I like less well, because although it still gives you a clear correlation between behavior and advancement (players know what they have to do to gain the extra 100 XP), there's no longer an in-fiction reason why some characters are stronger than others. If Rose's player does her homework every week and Dave's player never does, then in the fiction, Rose is going to be "stronger" than Dave, for no real reason.

Oh hey, another example.

The arbitrary XP award. You know the one. It's the end of the game session: "Alice, take 50 XP for good roleplaying. Bob, take 40. Charlie, you did great this week, take, uh, 75. Diane, you get 20."

I wouldn't do this, because I think the reasoning behind it is totally murky. You can claim that the advancement is proportional to the amount of "good roleplaying" that's being done, but the concept of "good roleplaying" is really subjective and can mean a lot of different things to a lot of different people. Besides that, I think it's hard to argue that the specific numbers chosen are anything but arbitrarily chosen. When one player gets 30 XP for that one inspirational speech and another gets 40 XP for that scene with the duchess, how is that to be interpreted? Is the first player's performance 75% as good as the second player's? Are speeches inherently inferior to interactions with nobility? Who gives these things their relative weighted values, and how do players understand what those values are? I worry that at some level you are introducing an element of "we've got to take whatever the GM hands out and be happy with, because there's no rhyme or reason to it, and no arguing with the result."

I basically look at this sort of thing like a "participation grade" on a class syllabus. You remember, those things that were typically the vaguest and least-structured slices of the pie chart representing your grade? If the kid next to me gets 100% for his participation grade and I get a 70% (and I haven't been sleeping in class or flipping desks), I'm going to want to know why, and I'm going to be pissed at the teacher.
Title: Re: player advancement
Post by: beejazz on February 14, 2012, 11:02:43 PM
On the "RP reward as fiat" this is why I've got the above mentioned quest system. There's a concrete thing I can point to and say "when this happens, you move forward." Also the players get to pick their quests.

On mechanical disparity, there are systems with variable tolerance for a multi-level party. The one I'm working on has more or less explicit safety valves so that player skill can keep characters relevant regardless. Preview info on 5e says they're hoping for a flatter level curve, which would be useful here. And again my system closes gaps over time assuming the party earns xp at roughly similar rates.
Title: Re: player advancement
Post by: Steerpike on February 14, 2012, 11:30:45 PM
Brilliant examples, Crayon.  I like the first example (radioactive wasteland) not only because it's very consistent and makes sense in-universe but because it's more about cause and effect than it is about reward and punishment, action and consequence rather than player-manipulation or encouraging certain behaviours (which strikes me as rather Pavlovian...).  Want to level up your mutant abilities?  Go mess with radioactive weirdness.  Presumably the amount of xp awarded would be determined by the risks involved rather than on some kind of abstract/subjective/murky evaluation of the "quality" of a player's interaction.  There's a very clear, direct, essentially inarguable, causal relationship between a character's actions and their reward.

Sparkletwist, I'm curious about something.  Asura, as a system, frequently alludes to the possibility of social combat, vs. physical combat.  Where do you stand on xp for social interactions vs xp for combat, given this feature of Asura?  Do you feel that mechanizing social interaction alleviates potential issues with xp and roleplaying (as opposed to rollplaying)?
Title: Re: player advancement
Post by: LordVreeg on February 14, 2012, 11:30:59 PM
Quote from: Steerpike
Quote from: Lord Vreeg
But characterizing use of a positive reinforcer for pro-roleplay behavior as negative feedback or even a negative social experience is I think emphasizing the trees for the forest.
I can see some legitimacy to this.  I still feel that rewarding some over others will inevitably make those who got a smaller reward feel at best somewhat deficient ("that wasn't my best session, I must do better next time") and at worst cheated.  I can totally see giving xp for something like a skill challenge (scaling a cliff, disarming a trap) but as with other encounters (fights, etc) I would usually add that xp up at the end and divide it amongst the group.  I don't consider skill challenges of this sort to be "roleplaying" in the social sense of the word, however, i.e. I could consider them closer to combat than conversation.

My bigger or more metaphysical point is less about the positive/negative aspect as it is about the "point" of roleplaying.  Giving a mechanical reward for roleplaying seems to me to turn the experience on its head: the "point" of roleplaying becomes about accumulating xp, not about the roleplaying experience itself.  And once the GM's subjective judgment comes into play to decide who roleplayed better than the others, you open the door for disagreement, resentment, etc.

No more than any other arbitration from the GM perspective, Steerpike.  The GM's subjectivity is part of the whole experience, every interaction with every character; looking at the RP judgement as different from any other point that can be looked at as fair or unfair is picking and choosing.  Subjectivity and GM judgement is part of the game.  I have no issue being asked and have changed my mind on a few occasions, honestly.   My PCs work mainly as a team and rarely in my whole history have I gotten anything from the RP experience than people getting kudos at the end from other players.  
I will also say that I find it interesting that you are willing to reward the parts of the game that are sort of side-effects of the game combat, skills) but won;t reward what the a 'Roleplaying Game" is actually about.


Quote from: Steerpike
Quote from: Lord Vreeg
Mechanically rewarding the behavior you want and that makes the game more fun as a tandem is...more powerful than the latter by itself.
This is where I think we disagree philosophically speaking.  You're suggesting that part of the GM's job is to "reward behaviour you want" (and, consequently, and inevitably discourage behaviour you don't), which suggests that as GM you have a bigger say in how the game should be played, what proper or good player-character behaviour is.  This is where I differ as a GM.

I'm sure that as an uber-experienced GM playing with people you've known for years, you handle these situations with finesse, subtlety, and nuance, and avert the potential hazards.  As sparkle noted, I don't the idea that you're not having fun properly is absurd: clearly it works for you, and that's awesome

well, first off, that;s not correct, though flattering.  The SIG has been getting differing RP rewards forever, and I don't know all of them all that well, though we are getting closer because of the game.  Session 110, and still no one has bitched even once.  And many of us our very experienced as GMs and have creating many large, sprawling game-worlds that reflect this.
I am suggesting that improving the quality of the roleplaying experience by incentivizing is the same as keeping scores and stats in sports, bonuses in sales contests, grades in school, bonuses for good driving in insurance or good health in health insurance, potty-training, incentivizing team building in management, tipping a server, override bonuses in regional or district sales contracts, scores in video games, etc.  This is done in all of these and countless other areas...because it works.
I am a big proponent of servant management, but I've read enough books on it to know that the biggest pitfall is not benchmarking beforehand.  I do this everyday in my real life job, and I use the same philosphies from the countless books and seminars I've attended and given ( I am also paid to go on the road and teach management and motivation).  Of course the GM has a larger say of how their game is to be played.  There is no game without the players and without the GM, and that is why one must look at it as servant leadership.
Or, to translate...If the servant-manager does not benchmark what kind of a game and what proper player behavior is, the game will suffer. http://en.wikipedia.org/wiki/Servant_leadership
Title: Re: player advancement
Post by: Steerpike on February 15, 2012, 03:20:18 AM
Quote from: Lord VreegI will also say that I find it interesting that you are willing to reward the parts of the game that are sort of side-effects of the game combat, skills) but won;t reward what the a 'Roleplaying Game" is actually about.
I do give story/non-combat rewards - one might call them roleplaying or social rewards in a sense - but I don't give them to individual characters based on how I graded their roleplaying that session, just as I don't give characters xp for individual kills but divide xp amongst the group.  My earlier statement was perhaps misleading: I didn't mean that I didn't give any non-combat awards, just that I didn't see xp as the "point," the desired result, of socializing in-game, of roleplaying.

Maybe I'm a sort of "socialist GM" when it comes to xp.

QuoteI am suggesting that improving the quality of the roleplaying experience by incentivizing is the same as keeping scores and stats in sports...
I think this is the crux of what I object to: the idea that the xp is the incentive, the cash, that mechanical character advancement is the goal, and roleplaying is the chore one does to obtain it.

The servant leadership thing is interesting, and I do see some commonalities between the idea of serving your players and managing from a servant position, though I'm not sure I fully agree with the manager/GM analogy or the economic analogy more generally.  I feel like my players don't need managing.  I don't think that they play in my games to get ahead or compete with one another (any of my players, feel free to correct me if I'm wrong here!).  I feel that if that was their aim they'd be playing Diablo or something.
Title: Re: player advancement
Post by: LordVreeg on February 15, 2012, 09:07:29 AM
Steerpike, obviously what you are doing is working.  Socialist GM sounds fine, and all the original D&D games were done with group rewards.  It certainly works well for cohesion and I agree with you that certain player types and GM types and even entire gaming types are better off (in terms of the Rule of Fun) that way.  It works for me for a few reasons, but one is that my games are very deadly and so the players had best be wprking in the same direction or else.

As to the second part, I think your socialist GM side is creating  a dicto simpliciter ad dictum secundum quid, in that you are saying there can be only one motivating factor/one goal/one incentive (the incentive, the cash, the goal, etc), when in fact the Roleplay experience is, as stated a number of times, one form of EXP and actually the smallest one.  It's a spice you are mistaking for the meal, a nudge you are characterizing as a bludgeon.
There are many rewarding features to gaming.  There is some pride of achievement, and there is certainly the social enjoyment of working in a team, of solving problems, of immersion, of finding a place in the game world, of thinking out of the box, or doing something cool.  Some of the reinforcers are longer term, some are very short term.  I have seen countless players that take pride in this character or that character. 
 
I try to set up a game situation that creates tension and creates a storyline by the players action.  I used the term, "literary quality game" for years, still do in some circles.  As such, much od the motivators are survival and creating the story; last night in SIG, the players did not roll one die.  Not one.  They did roleplay, however, and I like to reward that as well as compared to games that only give out exp for just killing gnolls.
And honestly, for whatever reason, and it might be just your earlier comments about playing so long, etc, but the only complaint I have gotten from my live groups in the past 5 years were when I started to minimize the roleplay rewards.  That s literally the ONLY major complaint I got from my PCs in my memory banks.
Title: Re: player advancement
Post by: Llum on February 15, 2012, 09:23:44 AM
I would just like to say that from having played in both games, CE and SIG, that one of the major differences is the system used. Iron Heroes vs GS, and this probably affects how you you would dole out XP.

In GS you need a steady flow of bits of XP to add to skills so you can hit level breaks. There's no real "character advancement" aside from this, and in some sessions you might not use any skills (or only a few). So without this extra XP you'd almost never ever level up skills.

In Iron Heroes you only get anything when you hit that big break of "leveling up" so there's no real need to discretize XP rewards all over the place. A lump sum at milestone works out the same.
Title: Re: player advancement
Post by: Steerpike on February 15, 2012, 11:38:55 AM
Vreeg, in similar sessions I too would have awarded experience, though divided equally amongst the players.

Llum makes an excellent good point and reminds me of the importance of crunch.  From the limited way I understand GS, all experience is individual; it's like everyone is their own party, so when you swing your sword or cast a spell, you gain experience in that relevant skill, and you level up that skill in small increments.  I can see why such an approach would help to mitigate issues of xp disparity for roleplaying rewards, since everyone's xp is hyper-individualized already.

EDIT: I'm still very uncomfortable with the idea of competing for the GM's favour or the GM rewarding behaviours they like, but I can see how individualized rewards make more sense than group rewards in Guildschool, so if one does have roleplay rewards it would be odd not to individualize them in that system.
Title: Re: player advancement
Post by: sparkletwist on February 15, 2012, 02:06:33 PM
Quote from: LordVreegIt means I reward players that play their role more and try to use the abilities of their characters in context of the game world.
I pretty much agree with Steerpike and Luminous Crayon. I particularly liked LC's example about "class participation" and the way it often seems arbitrary and subjective. To me, things like "playing your role more" don't seem like the kind of thing that would be easy to determine using number-crunching game mechanics. You can't plug it into a formula because there's really nothing to plug in. It is instead based on the overall game experience. So, it is extremely subjective as well. It doesn't necessarily mean you're doing anything "wrong" or "bad" or that players will feel slighted, mind you, but it does really seem like the number is arbitrarily rather than mathematically determined. Like I said, GM fiat.

Quote from: LordVreegSince there are no 'Above Problems" that become evident, that whole statement cancels itself out.
What? The mathematical fact is that in any game that allows any meaningful amount of character advancement, situations that are enough of a challenge for a high level character will be immensely difficult if not impossible to a lower level character. As such, putting a party in such a situation will then make a power disparity very clear (at least without some numeric fudging on the GM's part) because lower leveled characters struggle and often fail to contribute in any useful way, and in fact may instead be a drain on the party's resources to keep them alive. The amount and the ways this phenomenon shows up can vary by system, of course, but it will always exist-- because without this solid sense of progression from "things I can't do" to "things I can do with a lot of difficulty" to "things I can do easily" there is no meaningful character advancement.

I'm not implying everyone needs to advance at precisely the same rate. However, you said that you "love having players advance at differing rates." You wanted to create "healthy competition." This means that I would expect a fairly wide disparity of power within the party to arise fairly often-- if I'm wrong, please explain how and why. Otherwise, it seems like you would always run into this problem, because it's caused by simple mathematical reality. Since you're claiming there are in fact no problems, I'm curious how you've avoided them.
Title: Re: player advancement
Post by: sparkletwist on February 15, 2012, 02:10:16 PM
Sorry for the double post, I forgot to answer some questions.

Quote from: SteerpikeSparkletwist, I'm curious about something.  Asura, as a system, frequently alludes to the possibility of social combat, vs. physical combat.  Where do you stand on xp for social interactions vs xp for combat, given this feature of Asura?  Do you feel that mechanizing social interaction alleviates potential issues with xp and roleplaying (as opposed to role-playing)?
This is a good question, and one that I can't totally answer because I haven't really worked out how character creation and advancement works in Asura. However, generally speaking, I think giving an opportunity for advancement-- whether that's experience points, consideration in a GM fiat based advancement system, or whatever-- should be given for overcoming challenges, whether they're combat, social, or whatever else. Given that combat with a sword and a war of words can be adjudicated very similarly in Asura, I'd suspect the character advancement rewards could be parceled out similarly as well.

As an aside, I quite like beejazz's system of handing out experience for completing quests/goals/whatever, and I will probably shamelessly steal adapt some variation on this mechanic when I do try to come up with a system of advancement.

Quote from: SteerpikeI don't think that they play in my games to get ahead or compete with one another (any of my players, feel free to correct me if I'm wrong here!).
No competition needed. It's obvious that Sthena is just better than everyone at everything ever. :D
Title: Re: player advancement
Post by: LordVreeg on February 15, 2012, 04:15:17 PM
Quote from: ST
Quote from: LordVreeg
It means I reward players that play their role more and try to use the abilities of their characters in context of the game world.
I pretty much agree with Steerpike and Luminous Crayon. I particularly liked LC's example about "class participation" and the way it often seems arbitrary and subjective. To me, things like "playing your role more" don't seem like the kind of thing that would be easy to determine using number-crunching game mechanics. You can't plug it into a formula because there's really nothing to plug in. It is instead based on the overall game experience. So, it is extremely subjective as well. It doesn't necessarily mean you're doing anything "wrong" or "bad" or that players will feel slighted, mind you, but it does really seem like the number is arbitrarily rather than mathematically determined. Like I said, GM fiat.

I use this system adjudicating RP experience.  And remember, it is merely the least amount experience gotten, so it is the spice on the food, not the meal.  But I guess Sparkle would tell me that too much salt does spoil a meal, still.  Here are the benchmarks for getting RP exp.
+25 for showing up.  This amount can be higher if we are short of people, but it is always uniform among those who show up for a session.
+1 for an IC conversation, +5 for in-game logic deduction/pronouncement/action, +10 for in-game character development comments/events/clever skill use (making new connections, deducing a plot piece, etc).  I keep hashmarks with a list of the PCs names.   I think a little over 200 was the biggest RP haul in SIG, normally 70-120.
If anyone finds these excessively arbitrary, they are welcome to.  Anytime the player hits one of these, they get the appropriate hashmark.  I am not going to pretend to be perfect with these, but I am consistent session to session and group to group.  Fiat?  I don't think that absolute a term fits.  Somewhat arbitrary and open to interpretation?  Guilty.
 
Quote from: ST
Quote from: LordVreeg
Since there are no 'Above Problems" that become evident, that whole statement cancels itself out.
What? The mathematical fact is that in any game that allows any meaningful amount of character advancement, situations that are enough of a challenge for a high level character will be immensely difficult if not impossible to a lower level character. As such, putting a party in such a situation will then make a power disparity very clear (at least without some numeric fudging on the GM's part) because lower leveled characters struggle and often fail to contribute in any useful way, and in fact may instead be a drain on the party's resources to keep them alive. The amount and the ways this phenomenon shows up can vary by system, of course, but it will always exist-- because without this solid sense of progression from "things I can't do" to "things I can do with a lot of difficulty" to "things I can do easily" there is no meaningful character advancement.

I'm not implying everyone needs to advance at precisely the same rate. However, you said that you "love having players advance at differing rates." You wanted to create "healthy competition." This means that I would expect a fairly wide disparity of power within the party to arise fairly often-- if I'm wrong, please explain how and why. Otherwise, it seems like you would always run into this problem, because it's caused by simple mathematical reality. Since you're claiming there are in fact no problems, I'm curious how you've avoided them.
Well, this is where developing a multi-dimensional system (in terms of focus and growth) comes in handy.  Sure, if power levels are absolute (this guy is level 6 and this guys is level 2), that's an issue.  And if the power growth curve is such that you have comic book heroes who lift trucks fighting normal guys, you'd be right.
But those issues are a lot less in GS.  A LOT less.  It was part of the original design in terms of growth and advancement, and one of the reasons I left a pure class-based system behind, since it creates the math you are describing...the very math I planned avoiding.
I wanted a game that game lots of little advancements and constant improvement, but in small amounts and in very directed areas, along with a large amount of different foci, and with sub-skills under those foci.    Hamish Haldane, one of Llum's best characters who was on his way to becoming one of the most powerful casters in the Steel Isle Region, still had less than twice the Hit points of a good starting warrior.  The Steel Isle group has added numerous basic characters and lower power characters into the game alongside much higher experience characters with little of the issues you describe, due to the wide focus and ability growth curve.  In addition, skills and growth are spread out far enough that there are almost always ways to shine for newer characters. 
So there is a 'fairly wide disparity of' experience points in the group. But your logical fallacy is in believing that in all systems this creates the same ratio of what you term, 'power'.   But a guy with 800 EXP in 'basic hospitality' has no more 'power', and will be the same drain on the party's resources to keep alive, as you are describing it, than a person without it, despite the difference of experience. 
Your 'simple mathematical reality' does actually apply, just to an incredibly lesser and more diffused amount.   I tried to be brief, but if it needs more explanation, I can try tonight.
Title: Re: player advancement
Post by: sparkletwist on February 16, 2012, 04:43:35 PM
Quote from: LordVreegAnd remember, it is merely the least amount experience gotten, so it is the spice on the food, not the meal.
Quote from: LlumIn GS you need a steady flow of bits of XP to add to skills so you can hit level breaks. There's no real "character advancement" aside from this, and in some sessions you might not use any skills (or only a few). So without this extra XP you'd almost never ever level up skills.
These two statements would seem to be contradictory.

Llum's version seems to align more with my thought about roleplay experience being a sort of "safety valve." It doesn't matter if the actual system mechanics and play balance are kind of wacky, because you do a lot of freeform RP and get experience points for doing it. Thus, quite a bit of the game centers on a fun activity with a mechanical reward entirely independent from any aspect of the system that may have problems. And that's fine! Like I said, I'm not trying to accuse anyone of badwrongfun. However, it doesn't mean the mechanical problems aren't still there.

Quote from: LordVreegSure, if power levels are absolute (this guy is level 6 and this guys is level 2), that's an issue.
The nice thing about "absolute power levels" is that it makes it easier to be able to determine what the party is capable of so you can decide what to throw at them. You know that characters who are at level 6 are capable of doing certain things, and it's usually more than what characters at level 2 are capable of. In D&D, you have the CR which can correspond to the party's level, but even if you don't get this meticulous (I prefer not to, personally) you've got a general sense of the characters' place in the world and can select appropriate things to place in their path. If you have a party with members at both level 6 and level 2, it becomes more difficult to create an encounter that will appropriately challenge them. However, you've still got some indication of who is stronger and who is weaker, and their average level of capability.

On the other hand, if you have characters with skills who are all over the place, not only do you have to contend with varying skill levels due to them having different absolute amounts of experience, but you also have to contend with the issue of hyper-specialists vs. generalists, and the idea of some people having skills that are more useful than others-- basically, the problem is that now you have a greater risk of characters at the same level of experience diverging as well. A specialist may be able to win an encounter easily that the generalists would all have a very hard time with, and that throws off the balance when you decide what to throw at the group. If the specialist doesn't win quickly, but the rest of the group can't help much, the rest of the group will be bored, to boot. Having lots of skills with the option to either generalize or specialize can make the problem I cited worse.

Quote from: LordVreegAnd if the power growth curve is such that you have comic book heroes who lift trucks fighting normal guys, you'd be right.
Reducing the amount of power growth doesn't actually fix anything because everyone follows the same curve. The guy who has worked his way up to a decent edge in combat, negotiation, stealth or whatever else is still going to be far over the guy who doesn't have those advantages, even if nobody can throw trucks or gain any ridiculous amount of power in absolute terms, because he's still going to have gained a ton of relative power. He has the same real and quantifiable advantages when it comes to rolling the dice.

The only ways to stop characters of different power levels from diverging are to either deprive them of a chance for meaningful advancement and basically say everyone is level 1 forever, or simply create a system that is so random it doesn't matter what's on your character sheet. Obviously, those are non-solutions.

Quote from: LordVreega guy with 800 EXP in 'basic hospitality' has no more 'power', and will be the same drain on the party's resources to keep alive, as you are describing it, than a person without it, despite the difference of experience.
Are you saying that a character who dumps his experience points into a less useful skill will be no more capable, generally speaking, than someone who doesn't have that xp at all? Because, I agree, but... so what? If that character had put the 800 experience into "swinging big swords" or whatever he'd probably be winning combat encounters instead.
Title: Re: player advancement
Post by: Matt Larkin (author) on February 17, 2012, 07:44:52 AM
You know, I ran a series of games for many of the same players over more than ten years. I often handed out XP in a way very similar to what LV describes, generally rewarding degree of participation. Modesty aside, these were usually popular and successful games, and the players often asked my advice on running their games, which was flattering. After about ten years of this, I was discussing the idea of advancement in a casual conversation with a player that had been there the whole time.

The idea of individual rewards came up, and he said something like "yeah, I never liked that." I asked him why, and he gave me many of the reasons I already stated earlier in this thread. And after consideration, I realized he was right. And that, because my players like my games, they never bothered to tell me they might not like the way I awarded XP. (For the record, the player in question almost always led the pack in XP rewards.)

Quote from: SteerpikeI think this is the crux of what I object to: the idea that the xp is the incentive, the cash, that mechanical character advancement is the goal, and roleplaying is the chore one does to obtain it.
I'm kind of with Steerpike in feeling uncomfortable with the idea that it's the GM's job to reward or punish behaviors with XP. We're building a collective story. We're having fun. I don't need to use XP as a currency for measuring success. And LC's class participation analogy is disturbingly close.

That said, I kind of agree with LV's point that in a non-level-based game there is more room for varying characters. Echoes uses a skill-based system where skills advance with use, not too different from GS or TRoS. I fear roleplaying XP that can be spent on any skill might skew it (and don't allow that anyway), but by-and-large, the disparities Echoes creates between characters are small, and amount more to differences in character specializations than differences in power. For example, if all players are in the same fights, they're all using their skills. If one person fights with melee and one fights with spells, the spellcaster will eventually have higher skill in that discipline, and lower melee. If he started using melee, he could almost catch the other guy because of escalating costs.
(Note that I also have a kind of quest reward which is not related to skills, but trades for new powers or in-game influences.)

Quote from: SparkleOn the other hand, if you have characters with skills who are all over the place, not only do you have to contend with varying skill levels due to them having different absolute amounts of experience, but you also have to contend with the issue of hyper-specialists vs. generalists, and the idea of some people having skills that are more useful than others-- basically, the problem is that now you have a greater risk of characters at the same level of experience diverging as well. A specialist may be able to win an encounter easily that the generalists would all have a very hard time with, and that throws off the balance when you decide what to throw at the group. If the specialist doesn't win quickly, but the rest of the group can't help much, the rest of the group will be bored, to boot. Having lots of skills with the option to either generalize or specialize can make the problem I cited worse.
This is somewhat true. However, it just means there is more responsibility in the hands of a player to decide how to balance his character. I could play 3.X and build a bard 2/fighter 1/wizard 2/cleric 1/rogue 1/barbarian 2/psion 1. I'd probably be less powerful than the average 10th level character, though I'd have diverse options. I could do this, but I wouldn't.

Absolute levels are great as a guidepost for the GM. But it is possible to balance encounters without them, it's just more work. That said, it sounds like the RP XP in GS (how's that for abbreviations?) might make this more difficult--but still possible for an astute GM. At least in Echoes, I can say everyone has the same number of Echo Points (quest rewards) which determine powers, and will likely have the same total Skill Points in combat skills, even if one guy has more Melee, one guy more Ranged, and one guy more Pyromancy. The way the system works will actually reward the generalist, since you can only gain one Skill Point per scene, so using lots of different skills in the same scene gives more benefit the specialization.

Quote from: LVI will also say that I find it interesting that you are willing to reward the parts of the game that are sort of side-effects of the game combat, skills) but won;t reward what the a 'Roleplaying Game" is actually about.
Speaking for myself, I don't "reward" either, even if we consider XP the primary reward of the game (I'd say the experience itself is the reward, not the Experience Points).

Use of skills, in combat or out of combat, garners points for those skills. Completing stories earns 1 Echo Point for everyone involved. Or, when I run D&D, everyone levels up at the completion of major adventures. In either case, how they get there--through combat, diplomacy, stealth, or ingenuity--makes no difference to the mechanical award. The difference is the story we create.
Title: Re: player advancement
Post by: Lmns Crn on February 17, 2012, 12:53:55 PM
I do sometimes strive to be disturbing, Phoenix. Thanks for noticing! :yumm:

Quote from: SparkletwistReducing the amount of power growth doesn't actually fix anything because everyone follows the same curve. The guy who has worked his way up to a decent edge in combat, negotiation, stealth or whatever else is still going to be far over the guy who doesn't have those advantages, even if nobody can throw trucks or gain any ridiculous amount of power in absolute terms, because he's still going to have gained a ton of relative power. He has the same real and quantifiable advantages when it comes to rolling the dice.
This is a bit of an aside, but perhaps others will find it as helpful as I have to consider power levels not objectively, but in relative terms, judged against the possible effects of chance. This can vary a lot from system to system, because different systems accommodate chance in different ways and to different extents.

Obviously there is a big difference between, to use a combat example, "these two characters are roughly evenly matched" and "Alice has a slight advantage over Bob (but he can still win with a little luck and strategy)" and "Alice has a large (but not totally insurmountable) advantage over Bob". Differences in ability have an effect here, but the effect can be eclipsed by the potential outcomes of a chance event (dice or whatever). But when we get to a disparity so large that Bob can never ever beat Alice even when it's his best day ever and it's her worst, they are no longer in the same league, because no amount of chance can overcome the skill differential; the outcome is a foregone conclusion.

More useful input later, potentially; right now I (like a flower in a journal) am pressed for time.
Title: Re: player advancement
Post by: sparkletwist on February 17, 2012, 03:24:11 PM
Quote from: Luminous CrayonDifferences in ability have an effect here, but the effect can be eclipsed by the potential outcomes of a chance event (dice or whatever). But when we get to a disparity so large that Bob can never ever beat Alice even when it's his best day ever and it's her worst, they are no longer in the same league, because no amount of chance can overcome the skill differential; the outcome is a foregone conclusion.
I should point out here that I was talking about Alice and Bob being in the same party on the same side and both fighting the same enemy, not directly fighting each other. I feel like most situational advantages are a lot less relevant when we're comparing two characters on the same side, because, generally speaking, any situational bonus, buff, or whatever that Bob can use to get up to Alice's level, Alice can also use to just be that much more up on Bob again. If she can't, it should be pondered whether Bob isn't actually more capable than the initial analysis would suggest, because this is some ability unique to him.

I agree with you with that small differences in capability can be eclipsed by the roll of the dice, but I was working from the perspective of two characters where one has a "meaningful" amount of advantage over the other. It'd probably be in the realm of a "large (but not totally insurmountable)" advantage, to use your terms. If this never happens, either the characters aren't really advancing at that differently of a rate after all-- which is the position I was advocating in the first place-- or the system just doesn't allow any significant amount of advancement at all.
Title: Re: player advancement
Post by: Matt Larkin (author) on February 24, 2012, 08:27:36 AM
This blog post (http://community.wizards.com/dndnext/blog/2012/02/23/kings_and_castles) seems relevant. More 5e voting on what to include, discussing followers and strongholds.
Title: Re: player advancement
Post by: LordVreeg on February 24, 2012, 10:58:12 PM
Quote from: sparkletwist
Quote from: LordVreegAnd remember, it is merely the least amount experience gotten, so it is the spice on the food, not the meal.
Quote from: LlumIn GS you need a steady flow of bits of XP to add to skills so you can hit level breaks. There's no real "character advancement" aside from this, and in some sessions you might not use any skills (or only a few). So without this extra XP you'd almost never ever level up skills.
These two statements would seem to be contradictory.

Llum's version seems to align more with my thought about roleplay experience being a sort of "safety valve." It doesn't matter if the actual system mechanics and play balance are kind of wacky, because you do a lot of freeform RP and get experience points for doing it. Thus, quite a bit of the game centers on a fun activity with a mechanical reward entirely independent from any aspect of the system that may have problems. And that's fine! Like I said, I'm not trying to accuse anyone of badwrongfun. However, it doesn't mean the mechanical problems aren't still there.
Depends totally on the type of game you play.  When SIG was mainly a dungeon crawl, the Roleplay exp was a negligible part of the total exp gained.  I think I could say HP exp alone was often higher than Roleplay EXP.  LLum is commenting on the fact that often, we use this game to do things other than have encounters or serious exploration; and unlike other systems, this is where the RP experience really shines.  IN many other games, the time spent in town would result in either no experience or that ridiculous 'level when the GM wants you to' ideal that came in with later D&D. 
It's not a safety valve so much as an avoidance of same; the third type of experience given out in the system that allows for experience to be gained consistently wherever the play takes the game (instead of having to give out ad-hoc experience) and at the same time a mechanism for the player to supercede the character. 
One of the best things about RP experience is that though GS is a game with consistent rewards, we very commonly find smarter players beat better characters.  Many games cater to min/maxers and the escalating growth that comes from a more capable character being able to do more; normally fought by giving more group experience.  While GS rewards clever use of skills; RP experience is actually the ultimate example of rewarding the player instead of the character.
And I take the comment "If the actual system mechanics and play balance is kind of whacky" to be as seriously as you mean it to be.  You won't accuse of Badwrongfun, but you'll trash what you don't understand.


Quote from: ST
Quote from: LordVreegSure, if power levels are absolute (this guy is level 6 and this guys is level 2), that's an issue.
The nice thing about "absolute power levels" is that it makes it easier to be able to determine what the party is capable of so you can decide what to throw at them. You know that characters who are at level 6 are capable of doing certain things, and it's usually more than what characters at level 2 are capable of. In D&D, you have the CR which can correspond to the party's level, but even if you don't get this meticulous (I prefer not to, personally) you've got a general sense of the characters' place in the world and can select appropriate things to place in their path. If you have a party with members at both level 6 and level 2, it becomes more difficult to create an encounter that will appropriately challenge them. However, you've still got some indication of who is stronger and who is weaker, and their average level of capability.

On the other hand, if you have characters with skills who are all over the place, not only do you have to contend with varying skill levels due to them having different absolute amounts of experience, but you also have to contend with the issue of hyper-specialists vs. generalists, and the idea of some people having skills that are more useful than others-- basically, the problem is that now you have a greater risk of characters at the same level of experience diverging as well. A specialist may be able to win an encounter easily that the generalists would all have a very hard time with, and that throws off the balance when you decide what to throw at the group. If the specialist doesn't win quickly, but the rest of the group can't help much, the rest of the group will be bored, to boot. Having lots of skills with the option to either generalize or specialize can make the problem I cited worse.
The nice thing about "absolute Power levels" is that they are easy.  That part I agree with.  And there is a charm to that and an ease of game creation associated with it.  I use it in my simple Accis game.

And if our game, like your example  above, just dealt with encounters, sure, I'd probably change the system or at least change how we did things.  But I don't want that.  And by flattening out the power curve (which makes it very difficult to get too far as a pure specialist) and by spreading out the skill use, we somehow end up with a wider useful spread of character ability overlap.  I don't know how long it may take a character in D&D that you've played to go from second to sixth level, but in GS we have characters who are a few sessions old pitching in with characters that are 30 sessions old. 

Quote from: ST
Quote from: LordVreegAnd if the power growth curve is such that you have comic book heroes who lift trucks fighting normal guys, you'd be right.
Reducing the amount of power growth doesn't actually fix anything because everyone follows the same curve. The guy who has worked his way up to a decent edge in combat, negotiation, stealth or whatever else is still going to be far over the guy who doesn't have those advantages, even if nobody can throw trucks or gain any ridiculous amount of power in absolute terms, because he's still going to have gained a ton of relative power. He has the same real and quantifiable advantages when it comes to rolling the dice.

The only ways to stop characters of different power levels from diverging are to either deprive them of a chance for meaningful advancement and basically say everyone is level 1 forever, or simply create a system that is so random it doesn't matter what's on your character sheet. Obviously, those are non-solutions.
Quite frankly, Bullshit. 
If you'd stop talking about things you had no idea about, you would not make the above absolute statement.  Then again, you'd probably have contributed what I will charitably call 'substantially less'to the whole thread if that was the case.  Your comment of  " The only ways to stop characters of different power levels from diverging are to either deprive them of a chance for meaningful advancement and basically say everyone is level 1 forever, or simply create a system that is so random it doesn't matter what's on your character sheet. Obviously, those are non-solutions." is either Begging the Question or admission you don't understand the subject.  You are not stopping them from diverging, you are simply changing and multiplying the means of said divergence.
The power curve I mention is a single dimensional, class-based version versus a multidimensional one. see here.
Quote from: LVWell, this is where developing a multi-dimensional system (in terms of focus and growth) comes in handy.  Sure, if power levels are absolute (this guy is level 6 and this guys is level 2), that's an issue.  And if the power growth curve is such that you have comic book heroes who lift trucks fighting normal guys, you'd be right.
This is one of those places where citing the full quote is important.  You are literally trying to compare a 2 dimensional slope equation to a branching 3 dimensional slope equation (with further branches down the slope) while also ignoring the synergistic effect of the way those branches have been set up to encourage taking different 'routes' after a certain level is reached.  In other words...EVERYONE DOES NOT FOLLOW THE SAME CURVE.  We dropped the slope and spread it out.
Yes, the main goal of creating the system was creating something where even a few fighting characters could have vastly different skill sets, so that there was a lot more differentiation and individualization in character development.  But the other part was slowing the power growth curve in multiple fashions (the skill system, the experience chart, the subskill/dropdown skill system, combat lethality,how spell points are used in spells, spell success, and how they come back, etc).
To take the level 2 and level 6 example more literally, no, I am not trying to say that a somewhat new character with 6800 exp is as useful as a 30 session character with 16000 exp.  (we literally give starting exp to divy up in creating a character at chargen).  But the new guy can probably do a lot of things that the older character cannot, some of them very useful.  in GS, the newer character will be useful in the company of the 16000 exp guy. 
Having had 6000 exp characters join the Mistonians when most of that group had been playing for over a decade (maybe a 19k-42k exp spread from that) and still contribute and survive, I'll tell you that the system allows for much better mixed chracter abiity pay than any others I have seen except for some story games.  I never said I had eliminated the issue,  I never said the issue was not there, I said it was "A lot less".    And For me, since I tend towards long term groups and campaigns, that was important.  I think My exact quote was, " Your 'simple mathematical reality' does actually apply, just to an incredibly lesser and more diffused amount"


Quote from: ST
Quote from: LordVreega guy with 800 EXP in 'basic hospitality' has no more 'power', and will be the same drain on the party's resources to keep alive, as you are describing it, than a person without it, despite the difference of experience.
Are you saying that a character who dumps his experience points into a less useful skill will be no more capable, generally speaking, than someone who doesn't have that xp at all? Because, I agree, but... so what? If that character had put the 800 experience into "swinging big swords" or whatever he'd probably be winning combat encounters instead.
Um.  Yeah.  My point exactly.  Thank you.  You'd be right if swinging a sword/encounters is what every game was about.
You said, " This means that I would expect a fairly wide disparity of power within the party to arise fairly often-- if I'm wrong, please explain how and why. Otherwise, it seems like you would always run into this problem, because it's caused by simple mathematical reality"
and
"The mathematical fact is that in any game that allows any meaningful amount of character advancement, situations that are enough of a challenge for a high level character will be immensely difficult if not impossible to a lower level character"
your simple mathematical reality/mathematical fact (these two terms taken verbatim) does not apply when more experience does not always translate into 'better at everything the group does ' My example above is built to simply show that your mathematical reality is not.  If the guy with the 800 exp in 'Basic Hospitality' goes into a bar with a warrior with 25k in diverse combat skills, the 'character advancement situation' will be harder for the damn fighter with all the experience.  Remember, you get experience for using skills is GS.   
Though take heart, the fighter still might score some Roleplay Experience, if the player is any good.  And as a piece of advice, stop with the absolutes.  "The Only Way" , "The Mathematical Fact", the "Mathematical reality", "will ALWAYS exist", etc.  I will be circumspect and say that they come across wrong. 



Quote from: Phoenix
Quote from: Steerpike
I think this is the crux of what I object to: the idea that the xp is the incentive, the cash, that mechanical character advancement is the goal, and roleplaying is the chore one does to obtain it
I'm kind of with Steerpike in feeling uncomfortable with the idea that it's the GM's job to reward or punish behaviors with XP. We're building a collective story. We're having fun. I don't need to use XP as a currency for measuring success. And LC's class participation analogy is disturbingly close.
No, I have not had the time, but Steepike's comment about Roleplaying being the chore does not hold up, to me..  I play sports.  Played a few in highschool and college, picked up a Div 2 national title, etc.  I keep score when I play sports, in general.  But that does not mean that suddenly, the game is a "chore'.  The game is what I am there for, though I generally am at a level I like to keep score.  Playing the game keeping score does not make the game a chore suddenly.  Even when I go out back and play 'HORSE', just because we are keeping score does not mean my enjoyment and reasons dissapear. 
Roleplaying being the crux of the game, it should not become a 'chore' automatically because the activity is being quantified.  I do not want to say that I have not had a few players in my history that were more suited for 'Morrowind' than an RPG, (much though I enjoyed it), and who were more interested in character growth then in the roleplaying, but all the RP experience did for them was to emphasize the importance of playing the role in the game.

Quote from: LCThe arbitrary XP award. You know the one. It's the end of the game session: "Alice, take 50 XP for good roleplaying. Bob, take 40. Charlie, you did great this week, take, uh, 75. Diane, you get 20."

I wouldn't do this, because I think the reasoning behind it is totally murky. You can claim that the advancement is proportional to the amount of "good roleplaying" that's being done, but the concept of "good roleplaying" is really subjective and can mean a lot of different things to a lot of different people. Besides that, I think it's hard to argue that the specific numbers chosen are anything but arbitrarily chosen. When one player gets 30 XP for that one inspirational speech and another gets 40 XP for that scene with the duchess, how is that to be interpreted? Is the first player's performance 75% as good as the second player's? Are speeches inherently inferior to interactions with nobility? Who gives these things their relative weighted values, and how do players understand what those values are? I worry that at some level you are introducing an element of "we've got to take whatever the GM hands out and be happy with, because there's no rhyme or reason to it, and no arguing with the result."

I basically look at this sort of thing like a "participation grade" on a class syllabus. You remember, those things that were typically the vaguest and least-structured slices of the pie chart representing your grade? If the kid next to me gets 100% for his participation grade and I get a 70% (and I haven't been sleeping in class or flipping desks), I'm going to want to know why, and I'm going to be pissed at the teacher.
As stated, here is what I use
+25 for showing up.  This amount can be higher if we are short of people, but it is always uniform among those who show up for a session. 
+1 for an IC conversation, +5 for in-game logic deduction/pronouncement/action, +10 for in-game character development comments/events/clever skill use (making new connections, deducing a plot piece, etc).  I keep hashmarks with a list of the PCs names.   I think a little over 200 was the biggest RP haul in SIG, normally 70-120.
So as to your example with the 2 speeches, they'd be scored the same, probably 6 exp in RP a piece, and the interactions with nobility would be the same as well, unless one of the PCs used a skill to 'grease the wheels'.  Hey, I know it is hard, but sometimes, I like an actual system that literally looks favorably on 'Roleplay' over 'Rollplay', to use the hoary terms.  Most other uniform experience systems are purely quest/achievement derived, a direct effect of use of character ability being utilized...sometimes more intelligently, sometimes less.  I sometimes like to be able to reward a player who has a mediocre character but is a better roleplayer....since it is a roleplaying game, not merely a measure of who can roll the dice better.
Not saying you are wrong or out of line, I liked the classroom analogy to some degree.  Just that RP experience, while admittedly somewhat mired in opinion, might not be as absolutely random as, " Alice, take 50 XP for good roleplaying. Bob, take 40. Charlie, you did great this week, take, uh, 75. Diane, you get 20."


I apologize, work has literally been record breaking.  LC, if you think I got something wrong, please help me out.  It is late and I am tired.
Title: Re: player advancement
Post by: Cheomesh on February 25, 2012, 09:40:19 AM
As of late, I just kind of keep players earning around the same CP / session, if any are given.  Primarily this is because they're new to the system and haven't really learned the full value of a CP.  GURPS is a bit harder to "write for" encounter wise as there isn't a hard meaning to each level - there aren't any as most of you know.  I've given them 10 so far and let them spend it generally as desired though once they end this "intro" leg to their journey I'm going to start applying "only skills which you've used considerably" rules for advancement - unless that proves to be less fun.

M.
Title: Re: player advancement
Post by: O Senhor Leetz on February 25, 2012, 11:20:04 AM
I've often thought of dividing levels - assuming d20 is the system - and spreading out the benefits over more time instead of giving the players levels every X sessions. For example, giving the players 50% of the skill points they would achieve at a level after one session, giving them their BAB bonus after another, increasing their spells - if applicable - after another, and so on. I realize that this isn't "balanced", but I think it would be a cool way to spread out the otherwise strange and "feast or famine"  system of leveling.
Title: Re: player advancement
Post by: Matt Larkin (author) on February 25, 2012, 12:09:24 PM
Quote from: Señor Leetz
I've often thought of dividing levels - assuming d20 is the system - and spreading out the benefits over more time instead of giving the players levels every X sessions. For example, giving the players 50% of the skill points they would achieve at a level after one session, giving them their BAB bonus after another, increasing their spells - if applicable - after another, and so on. I realize that this isn't "balanced", but I think it would be a cool way to spread out the otherwise strange and "feast or famine"  system of leveling.
You know, that's something I considered in d20, too. One of the issues with levels is it's like nothing, nothing, nothing... Christmas morning, kids! A more gradual advancement can be nice. But then, that's why we sometimes design skill-based systems or games more like WFRP or Shadowrun.
Title: Re: player advancement
Post by: LordVreeg on February 25, 2012, 01:00:11 PM
Quote from: Phoenix
Quote from: Señor Leetz
I've often thought of dividing levels - assuming d20 is the system - and spreading out the benefits over more time instead of giving the players levels every X sessions. For example, giving the players 50% of the skill points they would achieve at a level after one session, giving them their BAB bonus after another, increasing their spells - if applicable - after another, and so on. I realize that this isn't "balanced", but I think it would be a cool way to spread out the otherwise strange and "feast or famine"  system of leveling.
You know, that's something I considered in d20, too. One of the issues with levels is it's like nothing, nothing, nothing... Christmas morning, kids! A more gradual advancement can be nice. But then, that's why we sometimes design skill-based systems or games more like WFRP or Shadowrun.
:P
yep.  that was part of my mindset.
Title: Re: player advancement
Post by: Cheomesh on February 25, 2012, 01:10:40 PM
Quote from: Señor Leetz
I've often thought of dividing levels - assuming d20 is the system - and spreading out the benefits over more time instead of giving the players levels every X sessions. For example, giving the players 50% of the skill points they would achieve at a level after one session, giving them their BAB bonus after another, increasing their spells - if applicable - after another, and so on. I realize that this isn't "balanced", but I think it would be a cool way to spread out the otherwise strange and "feast or famine"  system of leveling.

Me gusta.

M.
Title: Re: player advancement
Post by: Superfluous Crow on February 26, 2012, 09:46:25 AM
As has been pointed out before, I think this depends a lot on the system. In a level-based game I don't think I'd ever dole out individual XP rewards. Since there isn't any continuous advancement in (most of) those games, I'd really hate for one of my players to not go up a level together with his comrades just because he missed a session because he was sick or something. In a point-based system I would be much more comfortable with giving players individual rewards since the concept of "a balanced group" is much more loosely defined in such a system.
Point-based systems typically have a less hierarchical structure, with the lowly warrior being more likely to kill a more competent opponent than in a level-based game where the incremental power difference quickly becomes insurmountable. Thus balancing as a whole becomes less relevant for the game and since advancement is a matter of choice ("do I spend my points now or save them for later") rather than DM judgment none of the players will be missing out or falling behind in the long run.   
Title: Re: player advancement
Post by: LordVreeg on February 26, 2012, 12:20:24 PM
Quote from: Superfluous Crow
As has been pointed out before, I think this depends a lot on the system. In a level-based game I don't think I'd ever dole out individual XP rewards. Since there isn't any continuous advancement in (most of) those games, I'd really hate for one of my players to not go up a level together with his comrades just because he missed a session because he was sick or something. In a point-based system I would be much more comfortable with giving players individual rewards since the concept of "a balanced group" is much more loosely defined in such a system.
Point-based systems typically have a less hierarchical structure, with the lowly warrior being more likely to kill a more competent opponent than in a level-based game where the incremental power difference quickly becomes insurmountable. Thus balancing as a whole becomes less relevant for the game and since advancement is a matter of choice ("do I spend my points now or save them for later") rather than DM judgment none of the players will be missing out or falling behind in the long run.   

And I think sometimes a GM has to feel out their group as well.
I have had ultra-competitive groups and very team-oriented groups.  Sometimes a group wants to have inner-group tension, sometimes, it will drive players away.
I had a number of 1E groups that did not even give thier classes away to each other; like a monk who also had levels in assassin, and that kind of tension was fine, but I have certainly had a lot of groups that are very team-oriented and want to progress together.
I will say that in most of the games I run i agree with Crow's comment about the lowly characters being able to knock off a tougher opponent; especially with a little planning.
Title: Re: player advancement
Post by: Nomadic on February 26, 2012, 04:33:29 PM
I'm temporarily locking this until some stuff gets resolved guys. Nothing permanent for the time being.

Update: Looks like the lock will have to be permanent, sorry about this guys.