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General Tabletop Discussion
*TTRPGs General
Game Fundamentals - The Illusion of Accomplishment
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<blockquote data-quote="pemerton" data-source="post: 5163259" data-attributes="member: 42582"><p>Awesomeapocalypse has shown that this just isn't true - enjoyable face-to-face RPGs give immediate social and story rewards on a more-or-less continuous basis.</p><p></p><p></p><p>Good point about options for mechanical rewards. But I think awesomeapocalypse's point about social rewards is a deeper one. In a face-to-face RPG, I think the social rewards are probably the deeper source of player gratification.</p><p></p><p>Lke Nifft, you're talking about the mechanical reward of XP/character development. This is one interesting aspect of the game, but not the crucial one (and in any event hard to compare between more modern games, where it tends to be built into the character development rules, and a game like AD&D where character development depends less on levelling and more on gaining access to magic items, castles etc - it seems plausible to me that players in traditional AD&D games get funky new magic items at something like the same rate that players in a 4e game get access to new powers).</p><p></p><p>I think awesomeapocalypse has identified the social rewards as the most fundamental, and the rate of delivery of these has not changed.</p><p></p><p>Agreed. It is a mistake to assume that adversity for the PC has to be correlated with adversity - as opposed to demanding gameplay - for the player. And once there is the demanding gameplay, there is the opportunity for social rewards . . .</p></blockquote><p></p>
[QUOTE="pemerton, post: 5163259, member: 42582"] Awesomeapocalypse has shown that this just isn't true - enjoyable face-to-face RPGs give immediate social and story rewards on a more-or-less continuous basis. Good point about options for mechanical rewards. But I think awesomeapocalypse's point about social rewards is a deeper one. In a face-to-face RPG, I think the social rewards are probably the deeper source of player gratification. Lke Nifft, you're talking about the mechanical reward of XP/character development. This is one interesting aspect of the game, but not the crucial one (and in any event hard to compare between more modern games, where it tends to be built into the character development rules, and a game like AD&D where character development depends less on levelling and more on gaining access to magic items, castles etc - it seems plausible to me that players in traditional AD&D games get funky new magic items at something like the same rate that players in a 4e game get access to new powers). I think awesomeapocalypse has identified the social rewards as the most fundamental, and the rate of delivery of these has not changed. Agreed. It is a mistake to assume that adversity for the PC has to be correlated with adversity - as opposed to demanding gameplay - for the player. And once there is the demanding gameplay, there is the opportunity for social rewards . . . [/QUOTE]
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