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Gamehackery: Attention Economy and Player Engagement
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<blockquote data-quote="Mishihari Lord" data-source="post: 7650252" data-attributes="member: 128"><p>I've been thinking about an initiative system that I think would help with engagement. Each round initiative is rolled with a mod for perception (or wisdom) for each PC/NPC. PC/NPC actions are then declared in order from worst initiative to best. Upon declaration, any player (character B) with a better initiative than the current player (character a) who can perceive and interact with character a, can choose to go before him. If no one chooses to preempt, then the action is resolved. If someone does choose to preempt , then again any character (character C) with a better initiative than character B can choose to preempt again, and so forth. A preempted character is not allowed to change his declared action. </p><p></p><p>The basic design concept is that everything really is happening simultaneously, so initiative models who is best at reacting to the situation around them than who actually goes first. There's also a bit of added strategy in that if you preempt now you lose your ability to preempt later in the round.</p><p></p><p>In this system everyone who has not yet acted has to pay attention and stay engaged, because they may want to preempt someone else's action. There are other things I like about the system too, but that's the relevant one to this thread so I'll leave it at that.</p></blockquote><p></p>
[QUOTE="Mishihari Lord, post: 7650252, member: 128"] I've been thinking about an initiative system that I think would help with engagement. Each round initiative is rolled with a mod for perception (or wisdom) for each PC/NPC. PC/NPC actions are then declared in order from worst initiative to best. Upon declaration, any player (character B) with a better initiative than the current player (character a) who can perceive and interact with character a, can choose to go before him. If no one chooses to preempt, then the action is resolved. If someone does choose to preempt , then again any character (character C) with a better initiative than character B can choose to preempt again, and so forth. A preempted character is not allowed to change his declared action. The basic design concept is that everything really is happening simultaneously, so initiative models who is best at reacting to the situation around them than who actually goes first. There's also a bit of added strategy in that if you preempt now you lose your ability to preempt later in the round. In this system everyone who has not yet acted has to pay attention and stay engaged, because they may want to preempt someone else's action. There are other things I like about the system too, but that's the relevant one to this thread so I'll leave it at that. [/QUOTE]
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