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General Tabletop Discussion
*TTRPGs General
Game Fundamentals - The Illusion of Accomplishment
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<blockquote data-quote="Thornir Alekeg" data-source="post: 5160887" data-attributes="member: 15651"><p>But does a rule system that revolves around a short-cycle reward system preclude middle or long term rewards, or does it just not emphasize it? I would say that nothing prevents the system from having additional rewards cycle lengths. You will still get the short cycle "fix," but as with certain addictions those may become routine and no longer be as satisfying. As a result the game has to be able to take it to the next level, providing new and interesting challenges and rewards. If this were to hold true, then the perfect scenario for a game design company would be to start things out with the short-cycle, but over time introduce new rules, levels of complexity and suggestions for longer cycle rewards. </p><p></p><p>A more positive way of looking at this would be maturing the rules as time goes on. By doing so in supplements, the quicker, more easily-gratifying rules are still available as the "base" system, with the more comlpex aspects provided later. </p><p></p><p>When it comes to things like a new edition of an existing game, the problem comes from the players who are already at the "mature" level of play, and want the new edition to meet all of their needs and wants immediately.</p></blockquote><p></p>
[QUOTE="Thornir Alekeg, post: 5160887, member: 15651"] But does a rule system that revolves around a short-cycle reward system preclude middle or long term rewards, or does it just not emphasize it? I would say that nothing prevents the system from having additional rewards cycle lengths. You will still get the short cycle "fix," but as with certain addictions those may become routine and no longer be as satisfying. As a result the game has to be able to take it to the next level, providing new and interesting challenges and rewards. If this were to hold true, then the perfect scenario for a game design company would be to start things out with the short-cycle, but over time introduce new rules, levels of complexity and suggestions for longer cycle rewards. A more positive way of looking at this would be maturing the rules as time goes on. By doing so in supplements, the quicker, more easily-gratifying rules are still available as the "base" system, with the more comlpex aspects provided later. When it comes to things like a new edition of an existing game, the problem comes from the players who are already at the "mature" level of play, and want the new edition to meet all of their needs and wants immediately. [/QUOTE]
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