From WoD Gotham
Note that NPCs do not gain experience.
Overview: Gaining EXP
Like all of our policies on WoDG, we strive to make the most equitable choices possible. We settled on a policy that we think is fair and that rewards initiative.
Not Your Average OOC Room and Icon Twink Grind
Most web chats offer players a flat daily EXP just for breathing and logging in (breathing optional). The problem with this model is that it discourages RP in what is supposed to be a RP Chat. Anything that does that, isn't a solution for us. This is because that model encourages people to sit in the OOC Lobby too much where they: never take risks with their characters, form cliques as they wait for their friends to log on and never deign to go IC with anyone else, lobby for OOC popularity in the hopes of being able to leverage that popularity for their characters OOC and IC, (metagame), and icon twink (we don't carry icons for every supernatural type or force players to give up that OOC information to other players).
Often in these models, ST rewards are few and far between and have no set policy to them so STs are free to sprinkle their EXP fairy dust over any player they choose as often as they choose. This means that in theory STs can give more EXP to players that they like than players that they aren't as favorably inclined. Our system reduces favourtism and the perception of favouritism with respect to EXP gains.
Most STs around the chats don't go into STing with the intent to play favourites, but inequality exists due to unforeseen consequences. For example, often times in those chats, the amount of extra EXP a player gets is dependent upon the player being online at the same time as the ST (their timezones have to be compatible) AND the ST has to be paying attention to them at the right time to make sure that they witness the player do something EXP worthy. So if you happen to be in a timezone compatible with the ST team in your venue you're in luck. If you're not, well you're SOL.
In WoDG, we think that system is unfair, counter-productive and let's face it....since it encourages all the wrong things - it's flat out unacceptable.
Blended Approach: Initiative and Effort
We intend to offer the bulk of our EXP in the form of a ticket so that everyone who wants EXP can get it. The only standard for this EXP model is that the player has had to have done something for that EXP. If the player character was unsuccessful in his endeavors, then that's ok. We reward the EFFORT not just the successes.
Tickets don't favor any time zone and the standard is that all you have to do is try, so there's no subjectivity on the part of the ST. This way every player has the same opportunity to gain the same amount of Activity Experience no matter their circumstance. Also, as there is no more than a set amount of EXP allowed in a month accepted by the database, no ST can give more than they should to any player.
EXP Per Month
Flat Logging EXP
For logging into the chat, the engine will reward a player 1 EXP per week for an average of 4 EXP a month. This gives a modest sum to players who don't have time on their hands and yet isn't so much it encourages sitting around the OOC Lobby adding nothing into the game world.
Flat Activity EXP
Additionally, players who have dared to venture from the OOC, contribute to the community, and enter the game world IC can get up to 9 EXP a month on top of the 4 EXP for a total of 13 EXP monthly.
If you haven't been ACTIVE as per our MINIMUM standards, then your Activity Bonus will be rejected in its entirety.
How to Get Flat EXP
You get EXP by submitting an Activity Bonus ticket once a month. Typically this should be done towards the end of the month and before the next so that you have plenty of activity to report. The Activity Bonus Ticket has several different specified categories which are each worth 3 EXP points. You can petition for once per category per month, but you will max out at 9 EXP and gain no more than that. Each category has 100 characters in the form field to use as we are simply looking for quick bullet points and not essays. You can reference your journal entries for more substantiation of your more elaborate claims.
The standard for this format is that you have to try. That's it. Try and you'll get your ticket cleared and your yummy EXP. You don't have to succeed. In fact, you can epically fail and still get your EXP. You have to demonstrate effort. Apathetic tickets will not be handled.
The only thing is that you have to be truthful. To lie on one of these tickets will only get them denied, or worse you might piss off the STs enough to where they deduct EXP from your sheet. Repeated and flagrant abuse can lead to more serious steps like barring your use of the system by denying all Activity Bonus requests or banning as lying in this case is a form of cheating.
Flat EXP Categories
- Role Play - This category is for good RP. Was there a scene that you were proud of and if so what was it?
- Storyline Proactivity - This category is for taking the initiative in such areas as kicking off player driven storylines, driving storylines forward in play or in downtime, actively investigating or researching events in a story line to move it forward, etc. What did your character do to move a story along or bring a story to other players?
- Downtime Proactivity - This category is for taking the initiative in your character's downtime by wielding influence, working with contacts and allies, working on a project, etc. What did your character do to wield his downtime effectively?
- Player vs Player - This category is for plotting and scheming and to give a little love to our antagonistic PCs out there who help drive storylines. What did your character do to scheme and plot against other player characters?
- Creativity - This category is for thinking outside the box - creativity, ingenuity, and cleverness. What obstacle, issue, or challenge did you try to solve in a particularly clever or creative way?
- Agenda - This category is for working on milestones pertaining to your character's motivation and goals. Obviously you will want to keep your character's motivation fresh and current on your character sheet. You can do that by submitting a Sheet Change ticket in the Character Dossier. What goals has your character worked on during the month to support his motivation?
- Venue Status - This category is for participating in the Status Forums of Vampire or Mage. Have you participated in the Status Forums this month?
- Community Ties - This category is for players who forge community ties and connections by: helping new players get involved, reaching out beyond your regular RP “clique” to other players and including them in RP, helping the technical staff with beta testing so that new features are rolled out to the community on a timely basis, referring players to the site who have been active with a sanctioned character for 30 days, etc. What have you done this month to contribute back into the WoDG community?
Note: No category may be selected more than once and no single activity or event may be referenced more than once in a Activity Bonus ticket. For example, if your character did some sneaky mojo and used his influence to get a rival vampire's haven bulldozed during the day, you could not use that same activity to justify both Downtime Proactivity and Player vs. Player categories. You have to have separate and unique activities for each category.
Spending experience in World of Darkness: Gotham is done via our ticket system and requires ST approval. ST approval is predicated upon the player character having some sort of in character justification for the increase. The form of this justification depends largely on the type of expenditure and for what venue.
Typically, traits need to have a portion of a character's downtime dedicated to learning that trait for the time required. This varies from trait to trait. See the list below.
- Abilities - Abilities require downtime expenditure to learn. See: Learning Abilities
- Attributes - Attributes require downtime expenditure to learn. See: Learning Attributes
- Disciplines - Apart from Thaumaturgy or Necromancy, Disciplines require no downtime and have their own learning rates based on level. See: Learning Disciplines
- Gifts - Gifts require minor time investment via downtime, but do have a system to attempt to learn a Gift. See: Learning Gifts
- Spheres - Spheres require downtime expenditure and learning times. See: Learning Spheres
- Willpower - Willpower is increased only with character development and ST discretion. At higher Willpower levels, increases will require more effort and character development to justify and ST approval for such increases will become more rare. STs will look at how nature and demeanor are RPed, how the character concept is evolving, how motivations are evolving, etc. when considering approving a Permanent Willpower increase.
- Humanity - Humanity is only increased in exceptional circumstances over the course of a story and character development. STs approve increases only rarely.
- Virtues - Virtues are only increased in exceptional circumstances over the course of a story and character development. STs approve increases only rarely.
- Gnosis - Gnosis is a complex trait with various means by which to increase its rating. See: Increasing Permanent Gnosis
- Rage - Rage requires no downtime, but the player is to reference in game events which would have been extreme enough to cause a character's Rage to increase. See: Increasing Permanent Rage
- Arete - Arete requires no downtime. However, significant character development and ST discretion is required. See: Seekings
- Merits and Flaws - Merits and Flaws can be purchased or bought off after character creation. These require much character development, motivation evolution, and RP to substantiate. These are monitored closely by STs and can't be added or removed without a lot of time and much work on the part of the player.
In that ticket you will refer to any journal articles, downtime tickets, RP scenes, ST decisions, etc. to substantiate the expenditure. The STs will review and accept or deny the expenditure.
Experience For NPCs
The NPCs in the game, especially those attached to our characters, play an important part in WoDG. They have their own motivations and dreams. They are far from static and unchanging beings. Players may not be interested in investing Experience for NPCs belonging to newer player characters as they are busy building up their main characters. For some it may make sense, especially after time goes by, to improve and develop NPCs. Trusted bodyguards, assistants, or whatever the NPC might be will likely need to keep pace with your character in order for them to continue to be of use. It is for this reason that we allow for growth and advancement of those NPCs.
NPCs do not gain Experience. Experience from your player character is used to pay for expenditures for your NPCs. Expenditures must be justified just as you do with your player character. You can do this by indicating on your downtime ticket that the NPC is spending a portion of his schedule improving himself.
As NPCs are not player characters, they increase their trait ratings at a slower rate. Your player characters are special, leading characters. Your NPCs are there as support. Therefore, there is an increase in all learning times for NPCs of 25%.
Also, like player characters, NPCs have a graduated level of advancement. As you spend more and more Experience on them, it will be more expensive to increase their traits. See the charts below.
Further, documenting and justifying trait increases must make sense for your NPC's character concept, type, and story conditions in the setting. You also have to explain how they are learning what they are learning. Those that attempt to exploit the system or make twinkish justifications for ratings your NPC has no business having, will be banned from the privilege of developing their NPCs.
Overview: Experience Costs
We follow a tiered model for EXP costs. This is so that we can allow players to keep characters over the long term without forcing them to retire while still keeping things relatively sane so that new players coming in still have a chance to make an impact. Let's face it, some people have favoured and long-played characters that they still want to explore. Putting the expectation of retirement out there isn't quite fair. After all, success is something that players should enjoy after putting in tons of effort over time to develop a character. At the same time, it's not healthy for the chat in the long term to have a lot of über characters running around dominating every corner of the setting. After all, new blood is what keeps a chat fresh and vibrant and without them the veteran players would have no chat in which to RP.
So what we've done is broken down the costs by three ranks: Newbie, Veteran, and Guru. How much you pay depends on your rank. Your rank depends on the amount of total experience your character has spent over the course of its life on the chat.
See also: Character Development
EXP Costs for Newbies
All character sheets (PC and NPC) designated as Newbie will spend EXP at the following rate until they graduate to the next rank.
EXP Costs for Veterans
When any player character's Character sheet reaches the following total EXP spent they graduate to the Veteran EXP cost Chart:
EXP Costs for Gurus
When any player character's Character sheet reaches the following total EXP spent they graduate to the Guru EXP cost Chart: