I wanted to drop in here with an update. I'm currently playing with the following, much simplified, version of this:
Firstly, highlight as normal, but don't take xp when you roll. At the end of the session, ask the group the following the question:
- Did I show you how [stat] I can be? Alternatively, did I show you what happens when I try to be [stat]?
If at least one player answers "yes", take 2 xp.
Secondly, you get xp from playbook moves, seduce or manipulate, Hx resetting and whatever just as normal.
That's it, that's all. Compared to my first post, it seems like a lot less. However, this doesn't feel slow; in particular, no one player is "stuck", making 0-1 xp in the session. Everyone has so far gotten 2-5 xp per session. At the end of third session, everyone had advanced at least once; the fastest player just got their second advance.
I really like it.
It also fits with the new 2nd ed manipulate, 7-9 result: if they don't do it, erase one of their highlights. That's 2 xp at they don't get at the end of the session; possibly 2 xp they already secured by acting hard or whatever earlier in the session. With xp-for-rolling-highlighted, that option loses its teeth near the end of the session.