[Golden Age RPG] Experience as a physical item in-game.

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Baxil:
Quote from: Enker on March 31, 2011, 12:05:35 AM

It is not possible to lose skills once they have been created, the Mana used is destroyed in the process and so is not stealable post-use.


Oh! ... Oh.  Huh.  The rules as written are ambiguous on that.  Might be worth specifying (as well as mana prices).

I'm simultaneously relieved and disappointed.  I think it's a much edgier choice to have your experience points be something that at any time you can convert, give away, or lose.  This way, they are just a generic/intangible character boost that briefly spends a stage as a physical object.  PCs shouldn't ever be banking more than 40 points at a time (the single most expensive thing you can buy, a Level 3 skill), and crystals are going to be a lot rarer because the spent ones never make it into the economy.

To answer the question you asked for your thread topic: Come to think of it, Fantasy Flight Games' Fireborn does have a partially physical XP system.  PCs are reincarnated dragons, and to advance in rank, they need three different types of XP.  There are Humanity Points (earned by dealing with present-day problems), Heritage Points (earned by reliving mythic-age problems via flashbacks, or otherwise connecting with their old self), and Hoard Points.  Which are just what they sound like.  Having physical objects that your mythic-age dragon once possessed gives you a tangible connection to your past self, and is necessary to strengthen your abilities.

Interestingly, these ARE vulnerable to theft - if you have 40 humanity points and 40 heritage points and a Rank 4 karmic item, you're level 4.  But if you lose your karmic item, you drop down again until you can pick it back up (or a different, equally powerful item).  This is mitigated somewhat by the fact that the value of the item is in your previous ownership ... so that the item has no power-up value for anyone else, only the basic karmicness.  And stealing another dragon's hoard item won't do anything for you.

simon_hibbs:
Quote from: Enker on March 28, 2011, 01:15:41 AM

But the whole point I was making was that too many games use experience with no rationalisation in-game.

People learn stuff from experience, study and practice. Many games even have explicit links between in-game activity and ability improvement.

Do characters in your game world not learn from experience, training, etc? If they do, how do you model that?

Simon Hibbs

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