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General Tabletop Discussion
*TTRPGs General
A discussion of metagame concepts in game design
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<blockquote data-quote="Imaculata" data-source="post: 7456215" data-attributes="member: 6801286"><p>Completely agree. I once gave my players full exp for overcoming an encounter with a bunch of giant crabs in a non-violent way. I even gave them bonus exp, because their solution was really clever (the Druid shape-shifted into a crab to bypass the monsters <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> ).</p><p></p><p></p><p></p><p>^ This is perhaps even more important. When players take extra effort to play out their character flaws, it should be rewarded.</p><p></p><p></p><p></p><p>I have a player in my current group whose character acquired a magic lamp with a genie at some point. He made one wish, to have his ship restored after a costly naval battle, and then he wished the lamp to be far away from him. This was a fantastic role playing moment, that had the other players screaming in astonishment, but I rewarded him exp for it.</p><p></p><p>Because it made sense for his character. His character understood the danger of being in the possession of this powerful item that every good and evil person in the world would want to get their hands on. He knew that no wish came without a cost, and so he did the sensible thing, and protected the rest of the party against their greed. </p><p></p><p>As he explained it: </p><p></p><p><em>"He was a captain. He already had everything he needed; a ship and the open sea. He had no need for wishes. No good could come from it."</em></p><p></p><p>It probably would have been beneficial to him as a player (and to the rest of the party) to keep making more wishes. But his character chose otherwise.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7456215, member: 6801286"] Completely agree. I once gave my players full exp for overcoming an encounter with a bunch of giant crabs in a non-violent way. I even gave them bonus exp, because their solution was really clever (the Druid shape-shifted into a crab to bypass the monsters :D ). ^ This is perhaps even more important. When players take extra effort to play out their character flaws, it should be rewarded. I have a player in my current group whose character acquired a magic lamp with a genie at some point. He made one wish, to have his ship restored after a costly naval battle, and then he wished the lamp to be far away from him. This was a fantastic role playing moment, that had the other players screaming in astonishment, but I rewarded him exp for it. Because it made sense for his character. His character understood the danger of being in the possession of this powerful item that every good and evil person in the world would want to get their hands on. He knew that no wish came without a cost, and so he did the sensible thing, and protected the rest of the party against their greed. As he explained it: [I]"He was a captain. He already had everything he needed; a ship and the open sea. He had no need for wishes. No good could come from it."[/I] It probably would have been beneficial to him as a player (and to the rest of the party) to keep making more wishes. But his character chose otherwise. [/QUOTE]
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