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    MU Peeves Thread

    Scheduled Pinned Locked Moved Rough and Rowdy
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    • Third EyeT
      Third Eye
      last edited by

      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.

      I want something else to get me through this
      Semi-charmed kinda life, baby, baby
      I want something else, I'm not listening when you say good-bye

      She/Her or They/Them

      TrashcanT 1 Reply Last reply Reply Quote 0
      • TrashcanT
        Trashcan @Third Eye
        last edited by Trashcan

        @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.

        he/him
        this machine kills fascists

        RozR GashlycrumbG 2 Replies Last reply Reply Quote 2
        • RozR
          Roz @Trashcan
          last edited by

          @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.

          she/her | playlist

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          • saoS
            sao
            last edited by

            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.

            let it be a challenge to you

            1 Reply Last reply Reply Quote 1
            • GashlycrumbG
              Gashlycrumb @Trashcan
              last edited by

              @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.

              "This is Liberty Hall; you can spit on the mat and call the cat a bastard!"
              – A. Bertram Chandler

              O JennkrystJ 2 Replies Last reply Reply Quote 2
              • O
                Ominous @Gashlycrumb
                last edited by

                @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.

                Ceterum censeo Carthaginem esse delendam

                MisterBoringM 1 Reply Last reply Reply Quote 1
                • JennkrystJ
                  Jennkryst @Gashlycrumb
                  last edited by Jennkryst

                  @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.

                  Mummy Pun? MUMMY PUN!
                  She/her

                  1 Reply Last reply Reply Quote 0
                  • MisterBoringM
                    MisterBoring @Ominous
                    last edited by MisterBoring

                    @Ominous said in MU Peeves Thread:

                    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.

                    One of my RL friends is currently working on a tabletop RPG where the players are androids who are the only beings on a space station after a mysterious event kills all the humans, and advancement comes in the form of software updates being transmitted from a satellite light years away, so you build this little track of advancements in the order you want them, and every time a cycle happens (a nebulous in game unit of time that represents some level of narrative motion), you check a box in the top most item in your track. When it fills with checks, you add it to your sheet and start checking the next item. He’s working on some mechanics for rearranging the queue, but so far it’s been pretty fun the few times we’ve met to test it.

                    Proud Member of the Pro-Mummy Alliance

                    O 1 Reply Last reply Reply Quote 0
                    • O
                      Ominous @MisterBoring
                      last edited by Ominous

                      @MisterBoring It sounds a bit similar to some of BRP’s games. Every time you fail a roll in a skill, you out a check by that skill. At the end of the adventure, you roll those skills. If you fail, the skill in increases by 1d4+1 points. If you succeed, it increases by just 1 point.

                      For MUSHes, I feel like my system makes sense. Since skill increases are incremental, you don’t have that scenario where a PC had a 2 in a skill one day, and a 7 the next. It also assumed the character is working on whatever skill(s) during the time that the player isn’t actively playing them, thereby benefitting people who aren’t super popular or have to play 16 hour a day for bunches of xp.

                      Ceterum censeo Carthaginem esse delendam

                      TaikaT 1 Reply Last reply Reply Quote 0
                      • TaikaT
                        Taika @Ominous
                        last edited by

                        Late to the game, but I don’t mind cooldowns on xp spending so much. I just wish the cd’s came with pop ups or notifications that would tell you when that cd was done.

                        1 Reply Last reply Reply Quote 1
                        • S
                          Selira
                          last edited by

                          Even rping a full scene over the course of a whole day, actively focused, via text, is going to account for what would maybe be two hours of conversation irl, max.

                          This means that even the most active characters almost certainly are doing things offscreen. Let people spend their XP how they want, when they want, on what they want.

                          1 Reply Last reply Reply Quote 3
                          • AposA
                            Apos
                            last edited by

                            When designing any MU system, it’s absolutely critical that you ask yourself what implementation is far and away the most punishing to anyone with ADHD and makes them feel unwelcome, in order for for you to address a problem that doesn’t really exist and to police someone that you made up in your head.

                            It’s the MU standard.

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