Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*TTRPGs General
STAR TREK ADVENTURES Public Playtest Launches
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="aramis erak" data-source="post: 7715365" data-attributes="member: 6779310"><p>To put it more bluntly, OneShot - you're ignoring the psychology of the threat pool. It's supposed to be in the open. The pile of threat is supposed to work to create both a sense of fear, and when success happens in spite of spent threat, </p><p></p><p>When you end with a huge threat pool, it's obvious to the players you were <em><u>giving</u></em> them their success. They didn't earn it, and it's obvious that you could have robbed them of it. This results in (for many) a feeling of incompetence; it certainly did for my players.</p><p></p><p>That's not good design; it's sloppy. And it's a result of a postivive feedback loop in that the side winning keeps winning unless they let the other side win. </p><p></p><p>It would be far better to have a bought complication provide a determination (flipping the feedback loop to negative - bad stuff now means good stuff later).</p><p></p><p>At this point, I'm not convinced the game will be worth spending money on as a game...</p><p></p><p>The current feedback loops:</p><p>Failure - none</p><p>Complications - bad roll to bad stuff now and/or later (positive feedback loop in negative direction0</p><p>Success - Good roll now means more good later (Positive feedback)</p><p>Threat - Good effect now for bad stuff later. (Negative Feedback)</p><p>Playing Values - Good RP now for Good effect later (positive feedback)</p><p>Creation of advantages with rolls/momentum: Success now for assistance later. (positive feedback).</p><p></p><p>THat success snowballs due to momentum, sure it's capped (and now takes the whole pool with the final changes made to continue the snowball), but its still a positive feedback loop.</p><p></p><p>Incautious use of advantages results in a snowball, as well - when it balances with increases due to threat, that's good; all too often, it does not.</p><p></p><p>My group has loved my adventures and disliked the feedback cycle in the mechanics; one player actively dislikes the mechanics for punishing failure (beyond the failure itself).</p></blockquote><p></p>
[QUOTE="aramis erak, post: 7715365, member: 6779310"] To put it more bluntly, OneShot - you're ignoring the psychology of the threat pool. It's supposed to be in the open. The pile of threat is supposed to work to create both a sense of fear, and when success happens in spite of spent threat, When you end with a huge threat pool, it's obvious to the players you were [I][U]giving[/U][/I] them their success. They didn't earn it, and it's obvious that you could have robbed them of it. This results in (for many) a feeling of incompetence; it certainly did for my players. That's not good design; it's sloppy. And it's a result of a postivive feedback loop in that the side winning keeps winning unless they let the other side win. It would be far better to have a bought complication provide a determination (flipping the feedback loop to negative - bad stuff now means good stuff later). At this point, I'm not convinced the game will be worth spending money on as a game... The current feedback loops: Failure - none Complications - bad roll to bad stuff now and/or later (positive feedback loop in negative direction0 Success - Good roll now means more good later (Positive feedback) Threat - Good effect now for bad stuff later. (Negative Feedback) Playing Values - Good RP now for Good effect later (positive feedback) Creation of advantages with rolls/momentum: Success now for assistance later. (positive feedback). THat success snowballs due to momentum, sure it's capped (and now takes the whole pool with the final changes made to continue the snowball), but its still a positive feedback loop. Incautious use of advantages results in a snowball, as well - when it balances with increases due to threat, that's good; all too often, it does not. My group has loved my adventures and disliked the feedback cycle in the mechanics; one player actively dislikes the mechanics for punishing failure (beyond the failure itself). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
STAR TREK ADVENTURES Public Playtest Launches
Top