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Community
General Tabletop Discussion
*TTRPGs General
Player motivation for an exploration-themed game
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<blockquote data-quote="Thornir Alekeg" data-source="post: 5121943" data-attributes="member: 15651"><p>If the world is a primordial world which can be affected by the thoughts/attention of its inhabitants, and the goal is exploration, then I would suggest the way to work this is to have the creation of the world itself be the "power source" for PCs leveling up. As the PCs explore the world and gain knowledge and understanding of it, they can begin to affect control over areas, shaping it to some degree. The more they control and shape, the stronger they become. More than one person can have an element of control in the same area, but as more and more people create this influence in an area, the more immutable that area becomes, and the less power a new person gains from that area. </p><p></p><p>NPCs of similar level have themselves already done this, exerting control over certain portions of the world. The PCs can start in better defined areas with more leaders and sages who have asserted control in the area. The PCs gain less power with their understanding early on. As they progress they have to find less well-controlled/defined regions of the world where there are fewer controlling influences in place already. The death of a person with strong influence in an area can actually cause the control and definition to regress, possibly create a conflict for the PCs as they advance in the game and start to understand the power of the world and their ultimate goal in the story arc - do they kill the nasty NPC and possibly destabilze things further?</p><p></p><p>The questionnaires are a metagame method of the levelling-up process, representing the knowledge, influence and control the PCs have. Since it is a metagame tool, the PCs do not answer the questions, the players do. As a result the idea of a knowledge check to get the answer is not an issue.</p></blockquote><p></p>
[QUOTE="Thornir Alekeg, post: 5121943, member: 15651"] If the world is a primordial world which can be affected by the thoughts/attention of its inhabitants, and the goal is exploration, then I would suggest the way to work this is to have the creation of the world itself be the "power source" for PCs leveling up. As the PCs explore the world and gain knowledge and understanding of it, they can begin to affect control over areas, shaping it to some degree. The more they control and shape, the stronger they become. More than one person can have an element of control in the same area, but as more and more people create this influence in an area, the more immutable that area becomes, and the less power a new person gains from that area. NPCs of similar level have themselves already done this, exerting control over certain portions of the world. The PCs can start in better defined areas with more leaders and sages who have asserted control in the area. The PCs gain less power with their understanding early on. As they progress they have to find less well-controlled/defined regions of the world where there are fewer controlling influences in place already. The death of a person with strong influence in an area can actually cause the control and definition to regress, possibly create a conflict for the PCs as they advance in the game and start to understand the power of the world and their ultimate goal in the story arc - do they kill the nasty NPC and possibly destabilze things further? The questionnaires are a metagame method of the levelling-up process, representing the knowledge, influence and control the PCs have. Since it is a metagame tool, the PCs do not answer the questions, the players do. As a result the idea of a knowledge check to get the answer is not an issue. [/QUOTE]
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