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General Tabletop Discussion
*TTRPGs General
Game Fundamentals - The Illusion of Accomplishment
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<blockquote data-quote="Alzrius" data-source="post: 5158927" data-attributes="member: 8461"><p>I'm of the opinion that the "illusion of accomplishment" (though I'm not sure I'd call it an illusion) is largely fed by the reward-system in RPGs.</p><p></p><p>To be sure, this isn't always the case. Simply achieving a success in a situation of "success versus failure" (whether on a single die roll, or on a larger scale such as a combat encounter) brings with it a sense of satisfaction. However, I think that more often, an accomplishment is measured by the amount of reward a PC gets.</p><p></p><p>In D&D, a character commonly gets rewarded in both meta-game and in-character mannerisms. Meta-game in the form of gaining experience points which directly translate into greater power and ability. In-character in the form of items and money (to purchase items) that directly translate into greater power and ability. People feel a sense of accomplishment when they do something that's worth something - the reward not only justifies the action, but also quantifies it.</p><p></p><p>This is one of the major reasons behind complaints of bad role-playing - players have their characters doing what's most rewarding for the player wanting to power-up their PC, rather than doing what makes the most sense from an in-game perspective.</p></blockquote><p></p>
[QUOTE="Alzrius, post: 5158927, member: 8461"] I'm of the opinion that the "illusion of accomplishment" (though I'm not sure I'd call it an illusion) is largely fed by the reward-system in RPGs. To be sure, this isn't always the case. Simply achieving a success in a situation of "success versus failure" (whether on a single die roll, or on a larger scale such as a combat encounter) brings with it a sense of satisfaction. However, I think that more often, an accomplishment is measured by the amount of reward a PC gets. In D&D, a character commonly gets rewarded in both meta-game and in-character mannerisms. Meta-game in the form of gaining experience points which directly translate into greater power and ability. In-character in the form of items and money (to purchase items) that directly translate into greater power and ability. People feel a sense of accomplishment when they do something that's worth something - the reward not only justifies the action, but also quantifies it. This is one of the major reasons behind complaints of bad role-playing - players have their characters doing what's most rewarding for the player wanting to power-up their PC, rather than doing what makes the most sense from an in-game perspective. [/QUOTE]
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