A while back, we had a discussion about XP = gold in OSR-style gaming.
At some point Vincent Baker popped in and said that it would be interesting if there were two ways of getting experience, or two kinds of experience:
* Good experience, and
* Bad experience.
Good experience is defeating monsters, finding treasure, throwing a party - all good D&D stuff we already know.
Bad experience is for when "bad things" happen to you. Experience near death? Suffer a curse? Lose a leg? Etc.
Now, Vincent eventually designed a game using this ("Freebooting Venus"), but those Experiences are fairly cosmetic - you mark them on your sheet, but they don't really DO anything. (Which is probably the right choice for that game!)
I've been thinking about doing this in OSR-style play (whether old-school D&D or something similarly in purpose and design). The more I think about it, the more I like it.
Eventually, the question of whether these two types of experience feed into different reward mechanism or not could be addressed, but first I'd like your thoughts on how to define "bad experiences":
What are some interesting "bad experiences"?
Is there any way to make rewarding them at least somewhat objective/consistent? (Important for this form of play, in my opinion, is a sense of impartiality, so guidelines should be clear.)
How would you go about this?
Are there any favourite "bad experiences" your character has had in an RPG that you'd like to see remembered and/or rewarded?