Those examples would mean that you always need to have at least one companion to witness your glory, otherwise you can be saving the whole world, which amounts to nothing without anyone to see. But the opposite would be true, with a unknown peasant blocking an arrow, earning huge SP amounts if it was aimed at some lord and seen by many.
Posted By Labbe at 10:48 PM - Mon Dec 02 2019
Personally I'm banking on the skill advancement portion. I want to work on my craft, and if honing my craft gets me story points well that's perfect for me.
With crafters and researchers often times working alone in a secluded room, the story points would be nonexistent without a witness, so it has to be something else.
Add to that the chance of failure, not just in adventures, but also crafting and research. Blowing up a whole block while researching and crafting could at least generate some SP as compensation to losing home and head, while making problems for surroundings that result in new story/content.
Just giving out SP for only those who succeed, will increases it's worth, but makes others hesitate to even try if there is nothing gained from a failed attempt.
Like some say, nobody is perfect or gets it with the first try, but then those who failed first should not go empty handed.
For example: an explorer who finds ruins, but gets killed by traps, making it easier for the next who dies and makes it easier for the next. Would be very unfair if only the last person walking to the treasure without effort gets awarded SP. Would finding the traps be already worthwile, maybe only springing or disarming it, but failing and dying would give no points, unless someone else comes by and sees the corpse as a hint/warning, thus giving value to the next player.
I think even if a person going solo fails or dies on an adventure, it would generate some SP when another persons sees the remains. In other words anything that feeds some form of information into the system, not necessarily creating a new storyline, would give out some SP.
Depending on how it is earned, many might refrain from being the first to try something risky, when the risk isn't compensated enough. Might as well wait until others failed and revealed information to succeed, like adding less sulfur to the gunpowder mixture so it does not blow up immediately.