"To me, it would be bloody silly. Then, that's just me."
Sir,
You aren't alone! The idea of awarding XPs during a campaign that a player can then use to increase the abilities of their PC is, IMVHO, childish. XPs are nothing more than another useless leftover from D&D(1), much like the appendix in humans.
"I prefer verisimillitude in my games, thanks... and 5 or 6 middle-aged peeps pooling their resources for a downpayment on an old ship - or a single character acquiring a beat-up, mortgaged-to-the-hilt ship in prior history - is a lot more realistic than a bunch of 18-year-olds with no skills stumbling across the ancient ruins that everyone else missed, which just happen to contain oodles of spendable cash, which they liberate and spend at Honest Abe's Used Starship Emporium. (And as I pointed out before, how the hell are they going to fly the thing? Let me guess: "I went up a level in last week's dungeon crawl, so this week I'm going to take a level of Traveller, and my Pilot and Astrogation skills both go from zero to eight. Er, I read some manuals while my wounds were healing."
Well put. While other RPGs have mechanisms for learning and practice; even CT had guidlines for skill improvements, this idea of awarded XPs automatically conferring skills and feats is just plain silly. "Oh, let's beat up more people in that bar so I can learn jump navigation! Let's see, slapping around each rummy nets me 10 XP so I'll only need to slug a couple of dozen or so!"
Sheesh!
XPs in d20 *TRAVELLER* should be a rarely used GM's option, otherwise it's just a 57th Century dungeon crawl.
Sincerely,
Larsen
1 - D&D, the RPG preferred by 4 out of 5 Munchkins everywhere!
Sir,
You aren't alone! The idea of awarding XPs during a campaign that a player can then use to increase the abilities of their PC is, IMVHO, childish. XPs are nothing more than another useless leftover from D&D(1), much like the appendix in humans.
"I prefer verisimillitude in my games, thanks... and 5 or 6 middle-aged peeps pooling their resources for a downpayment on an old ship - or a single character acquiring a beat-up, mortgaged-to-the-hilt ship in prior history - is a lot more realistic than a bunch of 18-year-olds with no skills stumbling across the ancient ruins that everyone else missed, which just happen to contain oodles of spendable cash, which they liberate and spend at Honest Abe's Used Starship Emporium. (And as I pointed out before, how the hell are they going to fly the thing? Let me guess: "I went up a level in last week's dungeon crawl, so this week I'm going to take a level of Traveller, and my Pilot and Astrogation skills both go from zero to eight. Er, I read some manuals while my wounds were healing."
Well put. While other RPGs have mechanisms for learning and practice; even CT had guidlines for skill improvements, this idea of awarded XPs automatically conferring skills and feats is just plain silly. "Oh, let's beat up more people in that bar so I can learn jump navigation! Let's see, slapping around each rummy nets me 10 XP so I'll only need to slug a couple of dozen or so!"
Sheesh!
XPs in d20 *TRAVELLER* should be a rarely used GM's option, otherwise it's just a 57th Century dungeon crawl.
Sincerely,
Larsen
1 - D&D, the RPG preferred by 4 out of 5 Munchkins everywhere!