Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Long Rest is a Problem
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="NotAYakk" data-source="post: 8062024" data-attributes="member: 72555"><p>The players lose if they win or if they lose.</p><p></p><p>If they win, the game becomes gonzo and falls apart. If they lose, the game becomes gonzo and falls apart.</p><p></p><p>That is what happens when you have a positive feedback loop.</p><p></p><p>As the DM you can do fiat-correction to the loop, but the game itself fights against you. And you just nullified the very thing you said you where looking for.</p><p></p><p>---</p><p></p><p>Imagine if finishing X% of an encounter gives you X^2 resources. And "typical" is 50% for 25% of resources.</p><p></p><p>Parties that hit 10% end up with 1% of resources, and are starved and the next quest they go on ... is also screwed. They have no resources, so they can't manage more than 10%, so are on a starvation track forever.</p><p></p><p>Parties that hit 100% get 100% of resources. Now they have 4x the resources for their next adventure, which makes hitting 100% trivial.</p><p></p><p>---</p><p></p><p>If the reward <strong>matters</strong> to your next adventure success and it is a positive feedback loop, then the game rapidly diverges into 100% and 0% branches.</p><p></p><p>To have variable reward like that, either the reward <strong>doesn't matter</strong> (is trivial next to other stuff), or there are external controls that dampen the feedback loop (the DM by fiat gives the players high-ROI trivial fights to recover from their bankruptcy, or otherwise adjusts it -- when they diverge, the DM starts providing gonzo difficulty as well).</p><p></p><p>Control theory doesn't care how the feedback is dampened. If it is in the assumptions of the encounter/adventure building, or fiat by the DM itself.</p><p></p><p>But it does say that if you don't dampen the feedback, the situation explodes.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8062024, member: 72555"] The players lose if they win or if they lose. If they win, the game becomes gonzo and falls apart. If they lose, the game becomes gonzo and falls apart. That is what happens when you have a positive feedback loop. As the DM you can do fiat-correction to the loop, but the game itself fights against you. And you just nullified the very thing you said you where looking for. --- Imagine if finishing X% of an encounter gives you X^2 resources. And "typical" is 50% for 25% of resources. Parties that hit 10% end up with 1% of resources, and are starved and the next quest they go on ... is also screwed. They have no resources, so they can't manage more than 10%, so are on a starvation track forever. Parties that hit 100% get 100% of resources. Now they have 4x the resources for their next adventure, which makes hitting 100% trivial. --- If the reward [b]matters[/b] to your next adventure success and it is a positive feedback loop, then the game rapidly diverges into 100% and 0% branches. To have variable reward like that, either the reward [b]doesn't matter[/b] (is trivial next to other stuff), or there are external controls that dampen the feedback loop (the DM by fiat gives the players high-ROI trivial fights to recover from their bankruptcy, or otherwise adjusts it -- when they diverge, the DM starts providing gonzo difficulty as well). Control theory doesn't care how the feedback is dampened. If it is in the assumptions of the encounter/adventure building, or fiat by the DM itself. But it does say that if you don't dampen the feedback, the situation explodes. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Long Rest is a Problem
Top