Emerikol
Legend
Edit: here is the link -- http://pulsiphergamedesign.blogspot.com/2014/06/game-design-interesting-decisions.html
I thought this phrase deserved a topic of it's own. Most of the problems people raise on these boards are hypothetical with regards to my own games. I just don't have those problems. Over the years though, a few times, I've ran into players who seem to me to be seeking wish fulfillment and are not really that excited about interesting decisions.
So let me define how I am interpreting the terms.
Interesting Decisions
1. Campaign choices including interactions with significant NPCs. The idea of seeking goals outside the dungeon.
2. Tactical choices while inside combat. The proper use of various abilities and powers.
3. Strategic choices. Picking when and where you want to fight your battles. Setting up an enemy prior to battle. Laying traps.
4. Puzzles & Traps. Players actively trying to solve mysteries and puzzles. Keeping notes about history and legends found in the dungeon.
5. Resource management. Thinking about the usage of scarce resources. The proper planning and packing for an adventure.
Wish Fulfillment
1. The pleasure of seeing your enemies destroyed in spectacular fashion.
2. Being viewed by the inhabitants of the setting as a great hero. Given respect.
3. Choices driven more by flavor and effect rather than tactical or strategic importance.
4. Handwaving stuff that is often kept off camera in a high cinematic movie.
I'm far more concerned in my own game with the former than with the latter. My players always start out as nobodies in the grand scheme of things. Even at 20th level, they've just entered the ranks of the first order, they are not the sole dominant force in the setting. It's kind of like the Forgotten Realms or Greyhawk. Even if you are a 20th level character, there is still Tensor, Mordenkainen, Elminster, and so forth.
My players do draw satisfaction as they advance up which is part of the wish fulfillment idea so it's not 100% mutually exclusive. They get there though by a very hard road. They are tested as players to the limits of their imagination and resourcefulness. So my game tends to be very hard. Most of my players think other games are easier. I'm not a killer DM though. I'm just hard and my players are able to meet the challenge. For me that is part of the fun of the game. It is for many players too.
Those players I mentioned above though do not want the "stress" of fighting for their lives even in game. They don't mind combat but they really just want to demonstrate their prowess and use their powers and look cool. It's a different ethic I think and I've mostly over time avoided those players because I don't think I'm giving them what they want.
Thoughts and discussion?
P.S. Hard in my book does not equate to unfair or inconsistent for the record.
I thought this phrase deserved a topic of it's own. Most of the problems people raise on these boards are hypothetical with regards to my own games. I just don't have those problems. Over the years though, a few times, I've ran into players who seem to me to be seeking wish fulfillment and are not really that excited about interesting decisions.
So let me define how I am interpreting the terms.
Interesting Decisions
1. Campaign choices including interactions with significant NPCs. The idea of seeking goals outside the dungeon.
2. Tactical choices while inside combat. The proper use of various abilities and powers.
3. Strategic choices. Picking when and where you want to fight your battles. Setting up an enemy prior to battle. Laying traps.
4. Puzzles & Traps. Players actively trying to solve mysteries and puzzles. Keeping notes about history and legends found in the dungeon.
5. Resource management. Thinking about the usage of scarce resources. The proper planning and packing for an adventure.
Wish Fulfillment
1. The pleasure of seeing your enemies destroyed in spectacular fashion.
2. Being viewed by the inhabitants of the setting as a great hero. Given respect.
3. Choices driven more by flavor and effect rather than tactical or strategic importance.
4. Handwaving stuff that is often kept off camera in a high cinematic movie.
I'm far more concerned in my own game with the former than with the latter. My players always start out as nobodies in the grand scheme of things. Even at 20th level, they've just entered the ranks of the first order, they are not the sole dominant force in the setting. It's kind of like the Forgotten Realms or Greyhawk. Even if you are a 20th level character, there is still Tensor, Mordenkainen, Elminster, and so forth.
My players do draw satisfaction as they advance up which is part of the wish fulfillment idea so it's not 100% mutually exclusive. They get there though by a very hard road. They are tested as players to the limits of their imagination and resourcefulness. So my game tends to be very hard. Most of my players think other games are easier. I'm not a killer DM though. I'm just hard and my players are able to meet the challenge. For me that is part of the fun of the game. It is for many players too.
Those players I mentioned above though do not want the "stress" of fighting for their lives even in game. They don't mind combat but they really just want to demonstrate their prowess and use their powers and look cool. It's a different ethic I think and I've mostly over time avoided those players because I don't think I'm giving them what they want.
Thoughts and discussion?
P.S. Hard in my book does not equate to unfair or inconsistent for the record.