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How to design a game where players don't seek to min-max
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<blockquote data-quote="System Ufera" data-source="post: 6502222" data-attributes="member: 6671268"><p>Sorry for not getting back to this thread in a while; my response notification emails stopped coming, and I just happened to notice that I have replies.</p><p></p><p></p><p></p><p>While I certainly think that doing this would be helpful, I'm not quite sure how I could ensure this once I start selling my game on the market. Ultimately, the course an adventure takes is determined by the GM and players who are playing it; sure, I could design a few pre-made adventures to set an example, but that's about it.</p><p></p><p></p><p></p><p>I'm mostly familiar with DnD 3.5 and 4e, with some experience in Pathfinder, Warhammer 40k roleplaying games, and World of Darkness. I also have many rulebooks for GURPS, though I only played one campaign of that, and it was a version which was both "lite" and outdated (even the books I have are newer than the ruleset of the campaign I played).</p><p></p><p>Though I loathe to play World of Darkness (I only played it because I had no other games going on at the time), I admit it's given me some ideas which I'm using, such as the mechanic by which your chance of success with any given action is determined by adding together two stats which do not directly influence each other.</p><p></p><p></p><p></p><p>Yeah... some of my players haven't been <em>alive</em> for 20 years, let alone having that much gaming experience. Also, since my game is new, and as such they don't have any prior experience with it, many of the characters they play are characters which I make for them, based on what they describe to me for what they want to play.</p><p></p><p></p><p></p><p>I'm actually starting to do this (remember the whole resolve thing I mentioned earlier), though I think it's sinking in for my players more because I'm giving them more info about what the stats do. Still, I'm having trouble with making a system with which to create a set of challenges (designing monsters, skill challenges, etc) which is both balanced against the PCs' ability and diverse in the type of challenges faced. Though I have tried many times to create such a system, most of the times I try fail to get beyond the "drawing board" or "brainstorming mechanics" stages, and so I end up making up challenges as the game goes along. I know, I shouldn't do that, but I can't think of anything better to do.</p></blockquote><p></p>
[QUOTE="System Ufera, post: 6502222, member: 6671268"] Sorry for not getting back to this thread in a while; my response notification emails stopped coming, and I just happened to notice that I have replies. While I certainly think that doing this would be helpful, I'm not quite sure how I could ensure this once I start selling my game on the market. Ultimately, the course an adventure takes is determined by the GM and players who are playing it; sure, I could design a few pre-made adventures to set an example, but that's about it. I'm mostly familiar with DnD 3.5 and 4e, with some experience in Pathfinder, Warhammer 40k roleplaying games, and World of Darkness. I also have many rulebooks for GURPS, though I only played one campaign of that, and it was a version which was both "lite" and outdated (even the books I have are newer than the ruleset of the campaign I played). Though I loathe to play World of Darkness (I only played it because I had no other games going on at the time), I admit it's given me some ideas which I'm using, such as the mechanic by which your chance of success with any given action is determined by adding together two stats which do not directly influence each other. Yeah... some of my players haven't been [I]alive[/I] for 20 years, let alone having that much gaming experience. Also, since my game is new, and as such they don't have any prior experience with it, many of the characters they play are characters which I make for them, based on what they describe to me for what they want to play. I'm actually starting to do this (remember the whole resolve thing I mentioned earlier), though I think it's sinking in for my players more because I'm giving them more info about what the stats do. Still, I'm having trouble with making a system with which to create a set of challenges (designing monsters, skill challenges, etc) which is both balanced against the PCs' ability and diverse in the type of challenges faced. Though I have tried many times to create such a system, most of the times I try fail to get beyond the "drawing board" or "brainstorming mechanics" stages, and so I end up making up challenges as the game goes along. I know, I shouldn't do that, but I can't think of anything better to do. [/QUOTE]
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