21 hours ago, Archlyte said:The XP thing is more complicated. Regular XP is awarded by session with an arbitrary award of I think 5-20 points average with a bonus 5 for playing to motivation. So players climb their talent ladders, gain skill points, and buy new specializations based on a drip drip drip of XP. I use a system where I give XP based mainly on the player's plans for the character (and if they don't have one that's ok) and the story. I like to make these changes in power purposeful. I came from games like Mythras and Traveller where there isn't standard D&D pro forma progression, and I find that with power progression the players often like to have some control over that beyond the usual meter. If a player wants to do force Sensitive, we can work up a way for the character to have progression that makes sense for the level of discovery and training available. Or for a Pilot character there can be training and experience that explain a big jump in ability. Basically big boy rules.
I didn't honestly expect a clear response. Egg on my face for that.
I DID kind of expect that it would end up sounding like a system prone to favoritism and/or one that incentivizes each player to persue her own agenda, rather than cooperate and collaborate with the other players. Wouldn't be a game I'd play in, DEFINITELY wouldn't call arbitrary systems that rely almost entirely on GM fiat "big boy" rules.