Myrm said:
They are nonetheless rewards in character for achievement in some field or other exactly the same as XP is (at least in any game I have played)...
I dispute the "exact" bit. In D'n'D for example, it's quite possible to amass large quantities of XP from slaughtering minions of the Big Bad, and even the Big Bad themself. If you don't manage to rescue the hostage, you don't get the bonus XP for that objective, and you don't get the *additional* reward from whoever cared enough for the hostage to send you to get 'em. But you still get something.
In Traveller, you probably wouldn't get anything much if you didn't bring back the bacon. A favour owed for giving it your best shot, maybe, but just as likely your sponsor becomes a resentful "enemy" because you *failed* to save their beau.
A living gameworld will have criteria for such rewards and careful development of the world allows you to put enough such bennies into the game to create the sense of achievement that an XP based system.
Take the XP out of a living DnD world, and you will still find bennies. XP is extra.
Likewise the penalty option you offer as an example from copping a feel on the Duke would in most games I have played in or run generally produce an XP penalty or reduction in gain.
But it'd be good roleplaying if the character was an inveterate lecher, so worthy of a bonus, too, neh?
Any in game consequences from character actions can be used in the same way as XP, potentially. Im not saying its easy, Im not saying its universally suitable for all players. Im simply saying its an option.
The difference being that the rewards from consequences are a natural part of the environment, not an artificial game mechanic to satisfy the stereotype.
As soon as there exists criteria for an award with in game effects - be it promotion and more cash, or simply recognition and improved NPC interaction, its a character action based reward - which is all XP is.
I disagree. XP is more than that. It's also expected that there will be a base level for just turning up, generally.
The trick is stringing enough together in a game to create a line or better a web of benefits that crop up enough to allow you to replace XP - which has the benefits in most games of being a pre-existing global reward system thats easy, readily comparable and obvious in terms of cost/benefit.
The obvious reward system in Trav is money. It's also the obvious motivator: suddenly having to find 20kCr for a new Heterodyne Flange for the M-Drive can get people off their lazy butts.