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General Tabletop Discussion
*TTRPGs General
How to keep players motivated (or, "change that smelly old carrot once in a while")
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<blockquote data-quote="Psion" data-source="post: 183432" data-attributes="member: 172"><p>I dunno spencer. I find your selection of carrots offered a little confining.</p><p></p><p>By your own analysis, the "carrots" that the boxed sets provides are:</p><p></p><p>1) Treasure and gold</p><p></p><p>2) Homesteading and acheivement</p><p></p><p>3) Rulership, Dominion, and Exploration</p><p></p><p>4) Immortality</p><p></p><p>Okay. First off, these seem rather specific to me. Though treasure, gold, and acheivement are often used in D&D, I think that there are many ways to motivate characters without touching strongholds.</p><p></p><p>I typically think of things in terms that the Traveller section on refereeing taught. There are 5 parts to an adventure, the basics, the push, the pull, the gimmick, and the enigma.</p><p></p><p>The push and pull are primary motivation techniques.</p><p></p><p>The push is things that force the character to act to avoid a negative consequence. The barbarian hordes after the heroes, the cops trying to arrest them, etc. This is a stick vice a carrot.</p><p></p><p>The pull is what you might call a carrot. No big surprise here, but a carrot can vary in shape. It can be any of the things you mentioned in the boxed sets. Or it can be something else depending on how you set up your game.</p></blockquote><p></p>
[QUOTE="Psion, post: 183432, member: 172"] I dunno spencer. I find your selection of carrots offered a little confining. By your own analysis, the "carrots" that the boxed sets provides are: 1) Treasure and gold 2) Homesteading and acheivement 3) Rulership, Dominion, and Exploration 4) Immortality Okay. First off, these seem rather specific to me. Though treasure, gold, and acheivement are often used in D&D, I think that there are many ways to motivate characters without touching strongholds. I typically think of things in terms that the Traveller section on refereeing taught. There are 5 parts to an adventure, the basics, the push, the pull, the gimmick, and the enigma. The push and pull are primary motivation techniques. The push is things that force the character to act to avoid a negative consequence. The barbarian hordes after the heroes, the cops trying to arrest them, etc. This is a stick vice a carrot. The pull is what you might call a carrot. No big surprise here, but a carrot can vary in shape. It can be any of the things you mentioned in the boxed sets. Or it can be something else depending on how you set up your game. [/QUOTE]
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How to keep players motivated (or, "change that smelly old carrot once in a while")
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