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You may have seen reports of leaks of older text messages that had previously been sent to Steam customers. We have examined the leak sample and have determined this was NOT a breach of Steam systems.
We’re still digging into the source of the leak, which is compounded by the fact that any SMS messages are unencrypted in transit, and routed through multiple providers on the way to your phone.
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I run a Monster of the Week game and my players get experience throughout sessions, as well as at the end. The mechanics are basically:
I think other PbtA (Powered by the Apocalypse - systems inspired by Apocalypse World) systems do something similar.
Isn’t the simple fix to this to just distribute experience points as soon as they’re earned?
Your system sounds like the way that skill-based video game RPGs (Elder Scrolls games and Arcanum come to mind) handle experience.
In a lot of games I’ve played, I’d rather get experience for in-game accomplishments immediately and to be able to train skills like this during downtime - generally between games.
I could see people being interested in it. You get instant gratification and a bit of extra crunchiness. A lot of players enjoy that.
With the right skill system I could see this being useful. My main concern is that if you put this on top of a system with relatively few skills, it could encourage people to game it by grinding. There are ways to mitigate that, though.
In a system with fewer skills, instead of just being experience points, the “currency” you earned this way could be used for temporary power ups related to the skill in question.
You could also limit it so you only rewarded players for story-related tasks.