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Doing Tragedy in D&D
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<blockquote data-quote="Hussar" data-source="post: 9625031" data-attributes="member: 22779"><p>Well, and let's not forget - the system heavily, heavily incentivizes Bilbo to join the dwarves on the adventure. Everything in the game is telling the player - "Do this thing because this is what this game is about." Staying at home and eating more pies basically ignores everything the game is telling the player to do. And, fair enough, we've all probably run into "that" player that insists on ignoring the game, we all also pretty much agree that this is a failure in play. </p><p></p><p>Absolutely no one is patting that player in the back and congratulating that player for playing a great game. </p><p></p><p>OTOH, a player that deliberately chooses the worst possible thing to do is not being incentivized by the system. Sure, we could go with milestone leveling, but, that just makes leveling no longer an incentive. Milestone leveling presumes a certain level of engagement by the players in the campaign at hand. If a player pulled a Bilbo and stayed at home in a game with milestone leveling, I'm thinking that the DM and the player were going to be having words pretty quickly.</p><p></p><p>The point I'm trying make here is that system matters. If a system in no way incentivizes behavior, that system probably isn't a good fit for that kind of play.</p></blockquote><p></p>
[QUOTE="Hussar, post: 9625031, member: 22779"] Well, and let's not forget - the system heavily, heavily incentivizes Bilbo to join the dwarves on the adventure. Everything in the game is telling the player - "Do this thing because this is what this game is about." Staying at home and eating more pies basically ignores everything the game is telling the player to do. And, fair enough, we've all probably run into "that" player that insists on ignoring the game, we all also pretty much agree that this is a failure in play. Absolutely no one is patting that player in the back and congratulating that player for playing a great game. OTOH, a player that deliberately chooses the worst possible thing to do is not being incentivized by the system. Sure, we could go with milestone leveling, but, that just makes leveling no longer an incentive. Milestone leveling presumes a certain level of engagement by the players in the campaign at hand. If a player pulled a Bilbo and stayed at home in a game with milestone leveling, I'm thinking that the DM and the player were going to be having words pretty quickly. The point I'm trying make here is that system matters. If a system in no way incentivizes behavior, that system probably isn't a good fit for that kind of play. [/QUOTE]
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