The mega-party getting captured by ruffians is a writing flaw, a suspension of the suspension of disbelief, if you will.
It can be just as much a mechanical flaw.
It makes sense for group of people to be captured or effectively forced to surrender sometimes and it thus makes a valid narrative building block. It makes no sense for this group to grow so much in power to steamroll this ambush just because player spent several h popping wolves.
Game stories aren't infinitely malleable and XP systems are too abstract and divorced from low level mechanics to handle too much player freedom. If you are to use XP system, you've got to tie it to the story elements which implies restricting what you dole out points for.
Why would one make more sense than the other? You're getting into the territory of faux freedoms for the player vs. actual linearity. It's not rocket science to find a way to this, either. If you want the player to be captured by a bunch of nobodies, make sure that the player can't get above their level before that happens. If your world is completely open, you either avoid bad writing like this altogether or you jam it down the player's throat
a la Elder Scrolls with the demonic-armor wearing ruffians that jump out of the bushes like cartoon characters, or the flip side: killing a dragon when you're fresh off the
boat wagon. Do note, by the way, that it is bad writing and it's also bad gameplay. Dragon Age had a scenario where you could be captured
or fight your way out -- but what you suggest is that the designer just railroad the player for the sake of narrative. Having the characters captured by rogues is not that fucking interesting and not worth the time, and won't be worth the time if the player plays the game again.
And a game structured around quest-only XP is going to be forever rigid with not much in the way of varied gameplay experiences. Not only that, but you think it avoids elements of grind -- it won't. The dumb side-quests like fetch this or find out who stole the neighbor's milk will
be those wolves in the forest.
The problem here is that you're still mixing abstraction levels. Up close no one is learning anything by turning in quests. Learning is a process. The difference is in approach - either you try to monitor and reflect learning process as well as you can, which yields you a complicated use based system, or you abstract the approach distancing yourself from what actually happens and try to just nail the right results not the whole process - this yields you much lighter XP system, that unfortunately needs to be actively supported by the content. In such system it isn't as much turning in quests and achieving intermediate goals that advances the character's abilities, as assumption that character(s) *must have* handled the obstacles prior to achieving this point and thus can benefit from whatever they learned that way.
You're thinking too hard. I'm not at all mixing anything. The idea is to try something new, not blow minds. I find the concept of fighters learning in the field vs. wizards learning at home to be very interesting. It fits the narrative if you want it to and it's a gameplay element in and of itself. If we're speaking strictly on narrative-terms then quest-only-XP clearly makes the least sense and a system that gives XP for a lot of things makes the most. Gameplay-wise, quest-only-XP just feels like something trying to be different, not something that's of sound design. It feels a little too much like Grand Theft Auto, turning in quests and having a big cash reward appear on the screen in balloon letters. That's cool for a game like GTA, because the fun stems from the players own actions. But for a game that's supposed to simulate the progression of multiple characters I imagine it would feel divorced and lifeless.
This method is actually better suited for games that have definite gameplay focus, because in, for example, combat centric game you can be at least resonably sure that the activities undertaken to handle obstacle were at least somewhat related to combat, so you can forgo monitoring what individual characters could have benefited from solution.
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You’re not using your imagination. You are not thinking outside the box. What I’m suggesting has not been done before, to my knowledge, so applying oldschool game mechanics to it would be pointless. If you were to complete a questline non-violently, you’re right, the warrior-types would not benefit. It seems like players would want to look at solving problems based on who gets what, right? There are many solutions to this I can think off the top of my head – recovery XP for warriors when turning in quests (rubberband XP, which shouldn’t be too troubling if you’re already willing to accept a baseline XP gain via quest-only-XP), training facilities to keep your warriors sharp, or just big wilderness areas where you can take your warriors not only for them to learn, but bring your wizards to try out what
they have learned, etc. Many games have it that dead or unconscious characters
do not gain XP, leading to a fragmented nature in who gains what. It’s not a giant leap to build another system of XP gain and distribution that is not super linear.
And gaining XP is necessarily use-based by design. Otherwise you get the issue - the
biggest issue - that other people were talking about: the futility and pointlessness that tickles the back of your mind while you slog through any monster encounter that does not feel immediately important. The player should be thinking, cool, I get to fight these things and work my way toward bettering my characters. What I feel is that the player will actually be thinking, so, could I have avoided this fight altogether, or if I can't, is it important to the quest at all?
Every non-important encounter will feel like this because there’s hardly any feeling of reward and I can pretty much guarantee PoE, like every RPG, won’t have every encounter be a narrative-driving combat scenario. There will be banal shit to get through, just like all the other games, except it will be even worse because you don’t even get anything for it.