Caile:
Harinder:
They are already XP generators in the FL rules. It's not my idea. But I agree, up to GM to decide how it should play here.
I know they are, but to me it feels like a bad attempt at encouraging your players to role-play, forcing them to play their character's pride any chance they get, for fear of otherwise missing out on XP that session. Some may like it, I don't.
Maybe a weekly/bi-weekly distribution of XP could work? To emulate sessions played?
You have a point! But its same thing with traveling a hex - you feel forced to do it to fulfill the requirements of lowest XP. I should be able to think of a fix, being a part time game designer and all ...
Proposal:
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XP per session
XP is given for a session where you been active, deemed by GM (not based on "checkboxes"). GM decides length of the session and give 5XP for every active player. You need to role-play to some degree (not specifically about your secret or pride).
Pride with artifact roll rules stay the same, except in regards to XP.
This way, GM only has to keep track on players being active and players have to roleplay but don't have to use pride every session, travel, use dark secret, etc just to get XP.
Bonus XP
I also think there should be a gamey reward and a roleplay one per session. GM can reward a player character with 1 point bonus XP for
Roleplay or
Critical Hit.
+1 Roleplay XP - the player have played their character well in a memorable way.
+1 Critical Hit XP - At least one skill was used and succeeded exceptionally during the session. Based on die-rolled results.
There is also the original rules on new skills that can be learnt if they were succeeded, which GM and/or player has to keep track on (its included in the gsheet).
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