So is having a Source Quality for story xp greater than 10. But you'll note that some people in the thread have argued for house rules that award xp for every story and/or remove the Quality 10 cap. To each his own; I was simply observing that Bartomeus' point "5 or 6 or 10xp, not much difference" was not quite applicable to what a lot of people had been proposing.
As a side note: 5-10xp as a Source Quality from stories is already exceedingly generous in my opinion, and justifiable only as a gaming device to give a nice warm fuzzy feeling to players who got spoiled by other rpgs where you gain "levels" by "adventuring". In this I completely disagree with loke: Source Quality for (reflecting upon) accidental experiences that are not designed to have one learn stuff, realistically should be lower than that for purposeful experiences, i.e. Practice. And indeed, Exposure Source Quality is lower than Practice Source Quality.
For some reason people assume Exposure is gained only in seasons of drudgework, but it's not! It's simply what you get in a season that you do not devote (almost) entirely to learning. The only difference with Stories is that events in the latter are explicitly narrated in detail - but that's not an in-game difference.
I think that's a feature, not a bug in the system: it makes characters in ArM5 feel much more real. Most normal people would rather be left to their own devices. "Adventure is something that happens to someone else. When it's happening to you, it's only trouble."
But that's what Personality and Story Flaws (and Covenant Hooks) are for. You are not coercing the players. On character (and covenant) creation, they made an explicit statement: "I want stories about this or that for my PC - I expect the SG to provide them and look, while the average person would shy away from them, this PC has a good reason not to." I consider this one of the best innovations of ArM5: it creates a semi-explicit contract between players on what the game will be about, while simultaneously providing a convincing rationale for the characters to act.
Incidentally, while you are coercing the characters with Story Flaws (and some Hooks) you are not really coercing them when leveraging Personality Flaws (most of them. anyways - a few are Personality Flaws in name only). You want to get an Ambitious/Obsessed/Pious/Lecherous character on a Story? Dangle something tickling said Ambition/Obsession/Piety/Lechery. While it may not be worth the xps, and might in fact cost the character more resources than it generates, that story will be appealing for the character who, of his own agency (if properly roleplayed) will embark on it.
Rafael Bessoni has said this better than I could here.