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<blockquote data-quote="Hautamaki" data-source="post: 5839761" data-attributes="member: 42219"><p>Not entirely, because rescuing the princess would most likely entail a sizable cash reward from the grateful king, plus prestige and fame that could certainly be translated into much greater rewards over the long run. As for abandoning the wounded comrade, certainly players always have this option but then they have to endure the complaining of the offended player, so that's a con they have to weigh carefully!</p><p></p><p>My concern is based on the Sid Meier's quote: "A good game is a series of interesting choices". Giving players experience specifically for killing monsters or surviving traps in and of themselves removes the more interesting choice of simply avoiding those monsters in order to pursue a greater long term goal. Giving players experience for virtually everything they do removes the interest in the player's decision making; they will get rewarded no matter what, so long as they live I guess, so what are the stakes of their decision? Just awarding levels to the players when the DM feels it's appropriate, based on the difficulty of the adventure, removes a lot of the satisfaction players get from the decisions they make because it removes a lot of the illusion of control that players have over their character's destiny. Players want to feel that there are consequences, good or bad, to their decisions, otherwise their decisions are meaningless and thus uninteresting. Players, I think, want to feel that there are better and worse ways to get the treasure out of the dungeon or rescue the princess or whatever the goal may be; that's where the 'game' part of 'role playing game' comes in.</p></blockquote><p></p>
[QUOTE="Hautamaki, post: 5839761, member: 42219"] Not entirely, because rescuing the princess would most likely entail a sizable cash reward from the grateful king, plus prestige and fame that could certainly be translated into much greater rewards over the long run. As for abandoning the wounded comrade, certainly players always have this option but then they have to endure the complaining of the offended player, so that's a con they have to weigh carefully! My concern is based on the Sid Meier's quote: "A good game is a series of interesting choices". Giving players experience specifically for killing monsters or surviving traps in and of themselves removes the more interesting choice of simply avoiding those monsters in order to pursue a greater long term goal. Giving players experience for virtually everything they do removes the interest in the player's decision making; they will get rewarded no matter what, so long as they live I guess, so what are the stakes of their decision? Just awarding levels to the players when the DM feels it's appropriate, based on the difficulty of the adventure, removes a lot of the satisfaction players get from the decisions they make because it removes a lot of the illusion of control that players have over their character's destiny. Players want to feel that there are consequences, good or bad, to their decisions, otherwise their decisions are meaningless and thus uninteresting. Players, I think, want to feel that there are better and worse ways to get the treasure out of the dungeon or rescue the princess or whatever the goal may be; that's where the 'game' part of 'role playing game' comes in. [/QUOTE]
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