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Community
General Tabletop Discussion
*TTRPGs General
Player motivation for an exploration-themed game
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<blockquote data-quote="Barastrondo" data-source="post: 5122374" data-attributes="member: 3820"><p>The quiz as leveling's an interesting thought. I absolutely agree that it would be best done if you added more questions to the roster as they leveled up. You've gotten to level 7? Then there are 15-20 more questions to answer, instead of only 8 left. That gets across the idea that the more you see of the world, the more there is to see. It'd create branching paths of exploration and the sense that the world is almost limitless in possibilities. </p><p></p><p>Do you want the players to be invested in exploration at primarily an intellectual or an emotional level? It seems that the quiz would nudge them toward the former: the satisfaction of filling in maps, uncovering lore, things like that. I tend to spend a lot of time working on the emotional level, too, rewarding my players for exploration by letting them discover beautiful things — fantastic pieces of colossal statuary, singular fantastic grottoes, unusual and savory foods, artistic treasures, and of course lots of attractive people wearing exotic and interesting outfits. If sending a group to the City of Brass, for instance, I'd want the scenery to be gorgeous (even if oppressive), the shopping to be beyond anything they'd seen before, and of course there'd be lots of attractive people (humans, elves, genasi, tieflings, genies, medusae, what-have-you — the more diverse and exotic the better) wearing flattering variations on abbreviated vests and blousy pants. </p><p></p><p>Another trick I'd recommend is making sure that the players feel they've secured a home base sufficiently that they feel good about leaving. This won't matter to all players, of course, but you want to make sure nobody's on the fence saying "I dunno, I really don't know if my character could leave in all good conscience, in case the goblins come again this winter." Let them make their home base idyllic, of course stressing that it's all due to the PCs; not only do they get to change a portion of the world, but then they feel secure in moving on and seeing another portion.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 5122374, member: 3820"] The quiz as leveling's an interesting thought. I absolutely agree that it would be best done if you added more questions to the roster as they leveled up. You've gotten to level 7? Then there are 15-20 more questions to answer, instead of only 8 left. That gets across the idea that the more you see of the world, the more there is to see. It'd create branching paths of exploration and the sense that the world is almost limitless in possibilities. Do you want the players to be invested in exploration at primarily an intellectual or an emotional level? It seems that the quiz would nudge them toward the former: the satisfaction of filling in maps, uncovering lore, things like that. I tend to spend a lot of time working on the emotional level, too, rewarding my players for exploration by letting them discover beautiful things — fantastic pieces of colossal statuary, singular fantastic grottoes, unusual and savory foods, artistic treasures, and of course lots of attractive people wearing exotic and interesting outfits. If sending a group to the City of Brass, for instance, I'd want the scenery to be gorgeous (even if oppressive), the shopping to be beyond anything they'd seen before, and of course there'd be lots of attractive people (humans, elves, genasi, tieflings, genies, medusae, what-have-you — the more diverse and exotic the better) wearing flattering variations on abbreviated vests and blousy pants. Another trick I'd recommend is making sure that the players feel they've secured a home base sufficiently that they feel good about leaving. This won't matter to all players, of course, but you want to make sure nobody's on the fence saying "I dunno, I really don't know if my character could leave in all good conscience, in case the goblins come again this winter." Let them make their home base idyllic, of course stressing that it's all due to the PCs; not only do they get to change a portion of the world, but then they feel secure in moving on and seeing another portion. [/QUOTE]
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