Gaining experience points is a great way to reward players and allow character development, but experience in real life is gained mainly from failure. If you do something and do it well, if you succeed and know what you are doing, you don’t really learn that much. If you fail though, you might see what you did wrong, you might see what you instead should have done, and thus… you learn more.
Having a more realistic XP reward system, where failure is rewarded as well, or even more than success, is not without problems though. It can be misused by players, but like always: if you don’t like this rule, or feel that it can somehow be problematic for your group, just ignore it and use the perfectly functional default XP reward rules found in MYFAROG.
What is different?
You now also gain XP for failures, but you also gain less XP from successes.
The following table replaces the XP table found on page 20 in the core rulebook.
XP rewarded for testing skills where the result is tested against a table (e. g. Foraging), is done as before. No change there.