Started by hix, January 25, 2011, 12:33:29 AM
QuoteThe exchange rate within and among Character Components. Currency may or may not be explicit (e.g. "character points"), but it is a universal feature of System, specifically as it relates to Character.
Quote(a) The personal and social gratification derived from role-playing, a feature of Creative Agenda. (b) In-game changes, usually to a player-character, a feature of System and Character. (c) As a subset to (b), improvement to one or more of the character?s Components. Typically, the term refers to how (a) is facilitated by (b).
QuoteThe reward system is just the game system at its largest repeat. From the provisional glossary: Reward System: (a) The personal and social gratification derived from role-playing, a feature of Creative Agenda. (b) In-game changes, usually to a player-character, a feature of System and Character.
QuoteIn a well-designed game you keep doing this thing and it gives you what you're after. (b) facilitates (a). Thus, the largest cycle of the game is rewarding.The "reward" system (the game system at its largest repeat), will contain subsystems that aren't rewarding by themselves. It's the highest-level system gives the subsystems their value.
Quotedesign your games to work functionally over (at least) three timeframes, with interaction and feedback between them. "What do you do right this second, what do you do tonight, and what do you do in the game?" Then if you feel like it, you can retrospectively examine the game, find the little cluster of procedures that creates the said interaction and feedback, and name it "the reward system."
QuoteWe're talking here about changes to your character and stuff over time. What's linked to your fulfillment isn't the moment of changing your character, but the whole process of changing your character.If you ask, "Why should in-game changes, like putting a +1 on my character sheet, be linked to my fulfillment?", the answer is: it shouldn't. +1, -1, nobody cares, doesn't signify. A "Reward system" isn't about the changes themselves, it's about changing over time.
QuoteThis is, in fact, Filthy Jackie, a Poison'd character.Position: SurgeonSins committed: Adultery x2, Robbery, MurderSuffered: Arrest, Beating (at the hands of Brimstone Jack), Imprisonment, Lashing (at the hands of Brimstone Jack), RapeAmbitions: To be captain, to be pardoned, to be revenged upon Admiral Southgate, to fuck Admiral SouthgateWeapons: A fucking huge hatchet; Not a weapon, but she is quick, wiry-strong and vicious.Devil 4, Soul 4, Brutality 5, Ambition 4, Brinkmanship 5, Profile 4Outstanding bargains: Drunken Jack swore to back me for Ship's Captain.The Dagger: It has a grim reputation; It's frightening to see. Profile: 10. Strength: Boarding and repelling boardersThe company of the Dagger: Its members are, by and large, unreprobate murderers; It's well-armed and eager to fight; It's been badly mistreated by Brimstone Jack. Profile: 6
Quote... all the while the players are sorting out the final trait values that will inform their individual Epilogues, likely working with intent towards having certain desired outcomes available to their characters.
QuoteLet's see if I get what you're saying about Rewards also being about how the fictional characters we're playing change (rather than how they fulfill their dreams or increase their power). Some examples of that would be: * a minion who is killed by the townfolk in My Life with Master * a Sorceror who zeros out in Humanity after relentless pursuing her need for revenge. * a pirate in Poison'd who ends up hanged by the local constabulary after refusing a bargain with the Devil and instead spitting in his eye.We may not be happy with these outcomes, we may have hoped for something better for that minion, sorcerer or pirate, but these endings provide tragedy or creative frustration that we as players find individually satisfying at a psychological and creative level, and socially satisfying to the group of players at the table (our 'Creative Agenda').
QuoteThe question you're raising is whether the sub-systems of a game's reward mechanics contribute to that largest sense of 'Reward', right?