[Tactical Ops] enforcing the Setting
Hasimir0:
The wiki is a nice idea to gather all "unofficial" Settings ... I would love to have a conversion of Shadowrun4, SLA Industries, Dark Legacies, Dark Sun and the Iron Kingdoms :)
But I first need to develop the in-game mechanics.
In this regard it seems that, by the comments gathered so far, the popular choice would be to NOT use any kind of currency involved in the World-Building aspect of the game.
If you like the canon materials provided, you'll use them ... if you have cool new ideas, you'll make them into canon materials.
I'll set the basic game structure on this foundation.
Then playtesting will tell if it works or not :P
Thanks for the input!
storyteller:
Quote from: David Artman on March 19, 2012, 08:01:45 AM
(I think by "pay" he meant the in-game resource/reward mechanisms, not currency in the real world for produced content.)
Reminds me of Everway a bit. In fact... have you bought up any Everway boxes or boosters...? (A quick Google Shopping search reveals many still around.)
Everway was awesome, I had a set at one time just to brainstorm and such. one of the best freeform RPGs ever made. has influenced much of my work.
tymotzues:
Yep, my first thought in reading this was 'Everway' and it still is one of my favourite games, not so much to play but just to admire as a breakthrough in gaming conventions.
But to get back on topic
I agree with Sp4m, I think the way it sounds the cards will get used regardless of reward incentive, perhaps if you want to offer rewards they should be of a different nature? Like being able to modify an already established part of the canon.
At first this suggestion may sound chaotic - but if moderated it could mean a truly fluid and living world, think of a city that has been added to the canon, then someone comes along with the award to change something and decides that the city is beset by a 100 year plague or some such. Or think of a creature living in a certain part of the world, and then an award is used to cause those creatures to mass migrate
dindenver:
Alessandro,
Sorry about the confusion.
In a situation like this, I would suggest one of the following:
1) If a player creates content, they spend a resource. If another player engages that content, the creator gets a resource from the bank (not from the engaging player).
or
2) If a player makes content, they get a resource.
One is more interactive, but can lead to resource bloat. Two is easier to manage, but doesn't really reward players if they make interesting content that other players want to engage.
I have played games that focus on player-generated content and ones where there is feedback in the mechanics of the game tend to work best.
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