I had a discussion with some
FiranMUX players about reward systems in gaming. There's also a Story Games thread brilliantly titled "
The reward cycle - who else doesn't give a shit?" that addresses some of the same topics. I had some thoughts about the purpose of reward systems in a lot of games and wanted to share
(
Read more... )
Comments 15
Reply
Reply
a) either breaking down rewards to check points
b) Layering -LOTS- of quests together, so that players are always finishing up something or other and getting points while progressing on the others.
Reply
I like checkpoints, and i think i've used something like that in the past with Iron Heroes.
Reply
Reply
Reply
"The player cannot spend XP to make his rogue taller without something happening in the story that makes sense of that change." That's the kind of reward I like, something that's coherent with the fiction and something that makes sense from the character POV as well as the player's.
I ran Over The Edge which has a large grained system. You're better off without XPs because changes tend to be in large steps that unbalance the relationships between the characters, and between the characters and the NPCs (the same thing happens in D&D too which is why the King has to be PC level+6, just to stay in charge).
Instead, I used the cards from the CCG On the Edge. When a player got an ally, they got the card for that character. It was much stronger than just saying that he was now their pal and didn't break the fiction.
Reply
(The comment has been removed)
The point to fighting monsters in D&D is often "to stay alive." It's easy to forget that the D&D setting -- amplified in 4E -- is extremely dangerous. A player can't even keep his PCs safe at home; adventure always seems to find them.
I'm looking forward to playing in your stakes-setting D&D thing, too. Have you considered just modifying the quest system to have explicit stakes?
Reply
(The comment has been removed)
Reply
I've actually played in a game where this was how it worked -- that game is also my current exemplar of what I do not want in gaming. It was D&D...without advancement. Which made it one of the most painful and often pointless D&D games I've ever experienced.
Reply
Reply
Leave a comment