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
Rules Lite: How lite is too lite?
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="Yora" data-source="post: 8372278" data-attributes="member: 6670763"><p>I've been pondering this a lot over the past weeks, and I think it's that getting new toys every level is something that creates a sense of accomplishment and progress. It functions both as lure and a reward to encourage players to keep playing and have something to look forward to that they can see getting closer.</p><p>When this element of the game disappears and all you get from new levels is increased passive numbers, then you need something else to take its place as an incentive that goes beyond finishing the one thing the players are currently working on.</p><p></p><p>For a campaign that focuses on shorter delves into smaller ruins in a larger environment, I think each dungeon should make the players feel that they discovered more pieces to help creating the greater picture, but also that they are still missing many more pieces that will make things even clearer, that are still to be found somewhere out there. This is a campaign and adventure element that exists completely separate from the mechanical parts.</p></blockquote><p></p>
[QUOTE="Yora, post: 8372278, member: 6670763"] I've been pondering this a lot over the past weeks, and I think it's that getting new toys every level is something that creates a sense of accomplishment and progress. It functions both as lure and a reward to encourage players to keep playing and have something to look forward to that they can see getting closer. When this element of the game disappears and all you get from new levels is increased passive numbers, then you need something else to take its place as an incentive that goes beyond finishing the one thing the players are currently working on. For a campaign that focuses on shorter delves into smaller ruins in a larger environment, I think each dungeon should make the players feel that they discovered more pieces to help creating the greater picture, but also that they are still missing many more pieces that will make things even clearer, that are still to be found somewhere out there. This is a campaign and adventure element that exists completely separate from the mechanical parts. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Rules Lite: How lite is too lite?
Top