XP. The humble experience point. A core concept in many role-playing games, and lately leaking into other genres. Used as an abstract way of representing how a character develops their skills, the core question is: how and why does a character gain the XP?
Well, many RPGs feature combat. So why not award XP for winning combat? Yeah. Okay, you get people who get better at picking locks by killing orcs, but hey. No worries.
What else? Well, there’s always the Quest. Yup, capital Q. As true as in the epic tales than spawned them, RPGs always have the Quest. Well, surely, if you drop the magic ring in the volcano, your character should learn and be rewarded for it. It’s an experience, so you get Experience Points!
But then… the association comes. XP = reward. Reward = XP. So both the Game Master, who want to reward certain actions, and players, who desperately want that sweet XP that means so much, they start making more connections. It’s a Role-playing Game, yes? So, you should get XP for Role-playing, yes?
And thus, role-playing XP was born. Now fairly common, it has reached the point where people expect it. And, well, it’s not a bad idea. But where does it lead?
This design article for 4th Edition D&D raised this point:
“I’ve seen a lot of games (both in early RPGA and home games) that gave XP for good role-playing. By good role-playing do I mean the quality of your character acting? The problem with the role-playing reward is this: You’re almost always going to give out the maximum to everyone at the table. Why? Because telling someone that they didn’t do a good job of role-playing in a game where everyone is there to have fun seems overly judgemental, can create hurt feelings, and is… well… just downright crappy. It’s also so very meta and arbitrary that it begs questions about other forms of bonus XP. Why not give similar bonus XP for rule knowledge? Playing well with others? Bringing the most snacks?”
Heh. Well, I know I, as GM, have given out snack XP before. But, rule knowledge? Playing well with others? They’re just as good as the others. Rule knowledge is the Game part of Role-playing Game. Teamwork is undeniably an important aspect, so XP for that makes sense, if you’re going down this path.
So perhaps we should go back to the first one: XP for role-playing. Why do we need this? Does role-playing need a reward? Surely the reason we play an RPG, over, say, chess, is because it is an RPG?
Perhaps role-playing should be its own reward?
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