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General Tabletop Discussion
*Dungeons & Dragons
Mechanic Pitch: Fatigue and Exhaustion
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<blockquote data-quote="EzekielRaiden" data-source="post: 9427016" data-attributes="member: 6790260"><p>Excellent questions to ask.</p><p></p><p>Overall, [USER=57494]@Xeviat[/USER] , it sounds like your design goals are as follows:</p><ol> <li data-xf-list-type="ol">Create a design space where penalties for exertion (hereafter, just "exertion") which are interesting and game-able, as they are not currently so (too punitive, too scary, far too difficult to remove, etc.)</li> <li data-xf-list-type="ol">Implement "exertion" in a way that prioritizes simplicity/elegance and portability--something almost anyone could implement at any table easily.</li> <li data-xf-list-type="ol">Implement "exertion" <em>removal</em> in a similarly simple/elegant way, so players will be willing to engage with it (rather than fleeing on sight, as they do now).</li> <li data-xf-list-type="ol">Develop specific applications (which need not all be simple themselves) for "exertion" so that there are rewards or benefits commensurate with its detriments.</li> </ol><p>Would you agree? If I have overstated or left out any goals you have, I welcome correction. Productive game design generally begins with really drilling down on what purpose you intend the mechanic(s) to fulfill. Point 4 above cannot be neglected, because simply inserting Fatigue without adding reasons to engage with it is liable to leave player behavior unchanged, and outright forcing it upon players may or may not get a warmer reception.</p><p></p><p>Assuming we are (or get) on the same page, I'd be happy to propose some possible directions to take this for a more engaging gameplay experience.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9427016, member: 6790260"] Excellent questions to ask. Overall, [USER=57494]@Xeviat[/USER] , it sounds like your design goals are as follows: [LIST=1] [*]Create a design space where penalties for exertion (hereafter, just "exertion") which are interesting and game-able, as they are not currently so (too punitive, too scary, far too difficult to remove, etc.) [*]Implement "exertion" in a way that prioritizes simplicity/elegance and portability--something almost anyone could implement at any table easily. [*]Implement "exertion" [I]removal[/I] in a similarly simple/elegant way, so players will be willing to engage with it (rather than fleeing on sight, as they do now). [*]Develop specific applications (which need not all be simple themselves) for "exertion" so that there are rewards or benefits commensurate with its detriments. [/LIST] Would you agree? If I have overstated or left out any goals you have, I welcome correction. Productive game design generally begins with really drilling down on what purpose you intend the mechanic(s) to fulfill. Point 4 above cannot be neglected, because simply inserting Fatigue without adding reasons to engage with it is liable to leave player behavior unchanged, and outright forcing it upon players may or may not get a warmer reception. Assuming we are (or get) on the same page, I'd be happy to propose some possible directions to take this for a more engaging gameplay experience. [/QUOTE]
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Mechanic Pitch: Fatigue and Exhaustion
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