XP phobia

Ok this might be a little silly but what if xp was something to be feared? People gain XP at a higher and higher rate even if they don’t turn up to games. If one is a mage all that it can be spent on is more magic. Power is gained at an increasing rate until a critical mass is reached. Once you pass that level you explode or something else nasty with lasting effects in the game.

But even before that if there is too big a build up in the area they will come for you. Who they are and what they do with you is unknown to the players. None mages gain xp as well but at a slower rate. At any point they can awaken their magic. ALL there xp is then converted to magic but reguardless of how much this gives them they’ll be allowed at least one spell before they explode or whatever we come up with.

This could be happening to the entire world. Magic is growing out of control and none ofthe players know why.

It probably needs a lot of work but the idea being power is to be feared both by those that have it and those around them. No matter how much good the mages do they’ll be feared because each time one of them reaches the limit they leave what seem to be permanent changes in the world. Out of control effects. While once in a while there might be a good one (making for interesting locations) most are just bad in one form or another.

Even if you don’t show at an event people gain xp at a fairly standard rate. Bonus’s potentialy available for coming could be more control on what to spend xp on or even leads on ways to lose power rather than gain it. If you’re not a mage you have nothing to spend xp on other than magic and the temptation will grow stronger over time as more and more power is being ignored.

In Call of Cthulthu, you accumulate “Cthulthu Mythos” - it’s kind of like XP but bad for you in so many ways.

There is a RPG called Goblins that uses the GURPS system. When you start, your physical attributes are as good as they will ever be. Once you start playing the character you can only ever lose stat points (for example, you may lose agility if someone breaks your shin with the edge of a shovel).

While the concept of the players impending doom being used as a encouragement to role playing is very interesting, if the solutions are too difficult you may just end up with a whole bunch of players whose heads just explode.
Next XP (experience) should only improve a character. Experience should only be gained by experience by definition.
HOWEVER
It would be amusing for players to accumulate a potentially dangerous energy form.
As Derek mentioned In Call of Cthulhu the Cthulhu mythos or exposure to that which should not be etc. will eventually drive your chracter mad in a number of interestuing ways. This means experiencing anything supernatural can eventually drive one mad, reading a dark book does the same, and learning and using “magic” is pretty much the quickest way into insanity.
In Cthulhu, insanity or death can come very quickly. In Cthulhu games I used to run characters would gain “mental hardness” whereby as they reached higher levels the better they could handle the horrors of the unknown.

In Dungeons and Dragons, the plane of positive energy poses risks for travellers from the material plance (ie our reality)
In the positive plane characters heal at an accelerated rate, and the accumulation of the this positive energy can “super heal” a character to the point where they explode messily.
Imagine a game where the players actively seek injury in its many forms to prevent themselves from bursting.

Thats my 5 cents
Jared

Love it all. But the fear not only of others with power but also your own aquisition of power is where I was really focused. The hunt for how to release that power before it unleashes itself. The choice between no power and uncontrollable power.

I know I’m too much of a munchkin to choose no power given the option to have uber power. How long could other players resist the allure of being a god?

In the Warcraft world, use of powerful magics causes the user to draw the focus of demonkind. It starts slowly, maifesting as weird happenings, then physical change to eventually ripping a hole in the fabric of reality or in possession of the magic user.
Abuse of power leading very quickly to your doom.

Jared
Nb. Warcraft world as in the game setting in a broad sense not World of Warcraft (also known as the plague, in which I have dabbled and left behind)

I’ve played the system but its too complex to even begin to map. No matter what system of magic I use though its going to require a much higher ratio of GMs to PCs.

Prehaps it could be simplified a little. A few things like straight comparitive levels of magic etc. The highest level of magic wins but the higher your magic the faster it grows and the sooner bad things happen to you.

I think you may have found the single biggest problem with your idea. Complexity. That and what will work fine on paper doesn’t necessarily translate to LARP.
Look at your base idea and what you want to accomplish.
My final 5 cents here

Jared

It was just an idea. I hadn’t really got much further.

Sorry didn’t mean to bag your idea. Argh when trying to be helpful goes bad!