MU Peeves Thread
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I’m okay with limits on how many individual XP requests I can submit within a given time frame, in the interest of preserving staff sanity … but also I would probably limit myself on my own even if the game doesn’t have one. I’d feel like a selfish jerk for flooding the system with 20 XP spends all at once.
Limiting how much XP you can bank at once is one I’ve never encountered. Of the two, I’d much, much rather have to deal with “you can only spend N XP per week” with “you can’t have more than Y unspent XP.” At least with the former you can eventually get it spent without losing out on any.
Which does bring me to a related peeve: you can get it spent if staff have consistent guidelines for what you need to do to spend it, and will tell you what those guidelines are so you can work toward them. I’ll go along with almost any XP spending requirements if the game is good enough, but please for heaven’s sake tell me what I need to do to meet your standards.
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I agree that there shouldn’t be any limits and I never understood why staff are against it.
Whatever the PCs can, NPCs can do better.
Bring out that near endgame monster/villain/situation you weren’t sure you’d get to use if the players get too ‘powerful’. -
@Autumn said in MU Peeves Thread:
I’m okay with limits on how many individual XP requests I can submit within a given time frame, in the interest of preserving staff sanity … but also I would probably limit myself on my own even if the game doesn’t have one. I’d feel like a selfish jerk for flooding the system with 20 XP spends all at once.
Limiting how much XP you can bank at once is one I’ve never encountered. Of the two, I’d much, much rather have to deal with “you can only spend N XP per week” with “you can’t have more than Y unspent XP.” At least with the former you can eventually get it spent without losing out on any.
Which does bring me to a related peeve: you can get it spent if staff have consistent guidelines for what you need to do to spend it, and will tell you what those guidelines are so you can work toward them. I’ll go along with almost any XP spending requirements if the game is good enough, but please for heaven’s sake tell me what I need to do to meet your standards.
The ‘how much XP you can bank’ is rare, but a lot more common in our spaces now a days because it’s the default for FS3.
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You can set it so there’s no learning time or limit on how much XP you can save, that’s how Red Planet is doing it, but yeah that’s the FS3 default. In general I think the only complication in getting rid of it would be you’d have to take a look at what your actual skill caps were, since in my experience you CAN hit them fairly quickly once you take the learning time restraints off, since chars can come out of CG pretty close to their ceiling unless the game raises it or changes how long it takes to raise certain things.
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@Third-Eye said in MU Peeves Thread:
that’s how Red Planet is doing it
We’re actually capping the XP at 10, which is 5 weeks of accrual (on our game). I don’t have any experience with systems where a request is required to spend XP, but in a general sense I think there is a reasonable implementation of some limitations on XP accumulation and spending, depending on how your system works.
The point of XP is to reward players for playing. As long as the system does not punish players who are playing, then it’s probably working just fine. I do find the time gate on how quickly XP can be spent on a single stat as implemented in FS3 by default a little punitive in that dimension because you have to spend it EXACTLY when the cooldown runs out or you are “missing out” on progression. This is a small window to hit. On Red Planet, you can go 5 weeks before you’re “missing out” on anything and frankly I’m okay with that. It is still incumbent on you, the player, to engage with the game’s systems on some level to benefit from them.
I have played on games where you could bank unlimited XP and jump up whatever skill you needed in the moment and I can’t say that was my favorite thing. It absolutely happened and there was no law against it, it was just a little cheesy. It’s not a realism thing for me as much as it is a min-maxy approach to play that I don’t particularly enjoy in others. I’d rather see folks lock in a narrative and play it out than sitting on the fence until the literal last second, but some balance in there for players to live their lives and forget sometimes is definitely more user-friendly.
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@Trashcan 5 weeks is at least more generous than i’ve seen elsewhere. i’ll just say that i’ve seen the cap hit people who are being actively engaged in the game and RPing and just sometimes lose track of how much XP they have. and i just think preventing those folks from missing out is worth the potential for some occasional cheesiness.
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What consistently happens to me when there is a cap is I am consistently rping and it doesn’t matter because my character is gonna be behind someone whose memory works right no matter what. Time gating xp spends is especially bad for this. I dumped 8 XP into a skill, my character was working on that this whole time - why it matter when I hit the button?
I can see why it is lame to do it mid action scene when the skill is being rolled. Otherwise? This exists just to torture people whose brains work like mine.
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@Trashcan said in MU Peeves Thread:
The point of XP is to reward players for playing. As long as the system does not punish players who are playing, then it’s probably working just fine.
But it’s not. The point of XP is to allow character advancement.
Playing is its own reward. Extra XP to reward participating in events has always struck me as daft – you get a bowl of ice cream (the gaming session) and then you get a treat (XP) for doing such a great job eating it.
One of my many unpopular opinions is that MUs can and should be very like tabletop, but this is one area where that doesn’t fit – if everybody in my gaming group participates one session except Phil, who stares at his phone for five hours instead, and I give everybody but Phil XP, good. Everybody on the MU can’t participate, though, only a limited number can join the event, and then I give those lucky ones extra XP? Meh.
Cooldowns/“learning times” (wasn’t the learning time the time it took to gain the XP?) and bank-caps suck. What sucks even more is those “You can’t increase your firearms skill above level 1 without using it on-camera in a GM-run scene” rules when coupled with a lack of opportunities to join such scenes, effectively creating a stat-cap for characters who are not favourite. Pretty soon you’ve got a huge bank of XP that you can’t spend without first successfully begging staff to create and run a scene for you that’ll give you a chance to roll.
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@Gashlycrumb I am also anti-XP as is probably well-known or know-ish at this point. If we have to go with advancement of that sort, I’d prefer a system where you set a skill or two that’s being worked on by the character, and, after some time, maybe with some random elements, it increases.
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@Gashlycrumb said in MU Peeves Thread:
One of my many unpopular opinions is that MUs can and should be very like tabletop, but this is one area where that doesn’t fit – if everybody in my gaming group participates one session except Phil, who stares at his phone for five hours instead, and I give everybody but Phil XP, good. Everybody on the MU can’t participate, though, only a limited number can join the event, and then I give those lucky ones extra XP? Meh.
I have always liked the catchup xp of TR, in theory at least. Maybe not an automatic gain, but if a dinosaur and a newbie both RP the same amount, the newbie gets bonus to catch up.
It is always annoying on games with universal xp tick. Like, if Im not there in the first couple of months, it feels like I am forever behind.
@Ominous said in MU Peeves Thread:
@Gashlycrumb I am also anti-XP as is probably well-known or know-ish at this point. If we have to go with advancement of that sort, I’d prefer a system where you set a skill or two that’s being worked on by the character, and, after some time, maybe with some random elements, it increases.
I’d also like maybe Milestones blended with catchup? Like ‘the plot has progressed so far, anyone with X major milestones gains a minor one (basically a skill swap, rather than a flat +1 or something), anyone with more gain a bigger bonus’
But I haven’t even done napkin math on it, let alone proper thinks.