The following system does away with XP entirely from the game and is a “Learn from your Failure” approach to advancement in Genesys. It is partially inspired by PbtA games, partially by CoC's way of doing things. It is slower and more gradual, so if that is not your thing – that’s also cool.
The Rules
The rank you want to advance to in a Skill – multiply that by 2. You have to fail a test related to that Skill that many times in order to advance it. This is meant to emulate how skills in real life actually work – the better you are at something, the harder it is to actually improve and learn new tricks of the trade. It might seem a bit grindy at first, but it is a nice and balanced approach which lends itself to more long-term play without necessarily being stringent with XP as per the standard Genesys rules (i.e. handing out 10 instead of the recommended 20 XP). Here is the system in more detail:
1) Whenever you fail a Skill test, add a Mark next to the Skill itself and continue doing so until you are at 3. (3 is the maximum number of times you can Mark a Skill during a session in order to prevent players from spamming Skill checks, more or less)
2) If you have Despair in your failed result, add two Marks next to your Skill.
3) At the end of the session, reference the following chart:
Skill rank you want to advance to Number of Failures required to advance
0 -> 1 2
1 -> 2 4
2 - > 3 6
3 - > 4 8
4 -> 5 10
If you have accumulated Marks = to the number in the "Number of Failures" column, then you may advance to the respective skill rank. If you have Marks remaining after you have upgraded a Skill (for example, at the end of the session you have 3 marks, you upgrade a Skill from 0 to 1, and that costs you 2 Marks. The remaining 1 Mark carries over to the next session. Next time you will start at 1, and you will need 4 Marks in total to advance to rank 2, i.e. you need to fail at the relevant Skill 3 more times, either in the following session or sessions to come)
Talents are purchased in a similar way. Whenever you have enough Marks to upgrade a Skill, you can purchase a Talent related to the Skill instead.
So if you have accumulated enough Marks to advance from rank 2->3 in Melee (Light), i.e. 6, you can purchase a Tier 1 Talent related to that Skill instead. You will be left with 4 Marks for that skill which carry over into the next session. A T1 Talent costs 2 Marks, T2 – 4, etc. Simply reference the above chart, but replace "Skill rank you want to advance to" with "Tier rank" instead. The talents follow the standard Genesys pyramid structure, i.e. you need two T1 talents minimum to have one T2 talent, etc. (NOTE: You CANNOT purchase another talent related to the Skill with the remaining 4 Marks as you have already advanced. You can only advance ONCE per Skill, either increasing a rank or purchasing a Talent related to it, per session)
Feedback and thoughts are greatly appreciated.
EDIT: On the topic of talents, I realized they would be quite hard to obtain with the proposed cost, so here's an alternative (to the alternative).
Whenever you would advance a skill, you may purchase a Talent instead. The corresponding Tier would cost that many Marks (T1 = 1 Mark, T2 = 2, etc.), and you also can't have more talents related to your skill than your rank in it (rank 2 in Melee? 2 Melee-related talents maximum, pal). This way, you delay the actual improvement of your skill, but you've learned some tricks on the way, and you can't learn any more of them without actually being more skilled. And since talents are still subject to the Genesys pyramid structure, it wouldn't be all that easy to pile them up.
Edited by Tkalamov