Scientific study tells us that humans find it excruciating to close off options, even when it costs them demonstrable losses in the immediate term.
To make a game design or roleplaying adventure feel punishing, make the players close off their own options frequently. To make it feel permissive, offer ever-increasing choices without ever eliminating any.
Huh. That's neat. I see what you mean by agree/disagree.
Like, I find the closing off options thing isn't punishing, as much as "the hard choice" I often enjoy in Gamist play. Excruciating? Yes. Punishing? Not really.
No worries -- 3:16 is a campaign play style game that doesn't suffer by long stretches of interruption, I'm guessing. I'm happy to come up and run it for you and Adam and anyone else that wants to exterminate all the non-human life in the Galaxy! :)
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Scientific study tells us that humans find it excruciating to close off options, even when it costs them demonstrable losses in the immediate term.
To make a game design or roleplaying adventure feel punishing, make the players close off their own options frequently. To make it feel permissive, offer ever-increasing choices without ever eliminating any.
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Like, I find the closing off options thing isn't punishing, as much as "the hard choice" I often enjoy in Gamist play. Excruciating? Yes. Punishing? Not really.
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I'm going to inflict 3:16 on some folks here pretty soon -- I get the sense that it's a game that dikaiosunh would most definitely dig. :)
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PS- Lemme know if you need the links for "Trial & Terror" and UnWritten (although, now that I look for it, I can't find UnWritten's link...)
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Here's the url for Trial & Terror
http://imaginationsweatshop.com/?cat=27
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