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<blockquote data-quote="Lanefan" data-source="post: 8414116" data-attributes="member: 29398"><p>Interesting idea but I wonder if you're tilting at a windmill, in that the original discussion in the thread you referenced was about making the game more challenging (i.e. going against a default player desire), and I'm not sure you can get there by the carrot method in that almost any carrot is by the same default going to make the game <em>less</em> challenging - otherwise it wouldn't be a carrot. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>For example: while your suggestions of giving more xp for certain things are all good, if it results in you giving out more xp overall than you otherwise would have then the game will become less challenging in that they'll level up faster.</p><p></p><p>Xp isn't the only carrot available. IME treasure and magic items are serious carrots provided the game provides ways to spend/use such things...but it's not always easy to give out treasure based on actions, other than sometimes-hamfisted rewards from benefactors or patrons. Also, the knock-on effect here is that you can quickly end up with overly-wealthy PCs or parties, if such is a concern (it generally isn't, to me).</p><p></p><p>If the baseline game were much harder the carrot method would hold more water as you can make the game a bit easier without losing much, but if the baseline game is already relatively easy then - unless you want to make it easier yet - the answer is to be a bit more hard-ass: discourage what you don't want rather than encourage what you do want, and in so doing make the game a little harder.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8414116, member: 29398"] Interesting idea but I wonder if you're tilting at a windmill, in that the original discussion in the thread you referenced was about making the game more challenging (i.e. going against a default player desire), and I'm not sure you can get there by the carrot method in that almost any carrot is by the same default going to make the game [I]less[/I] challenging - otherwise it wouldn't be a carrot. :) For example: while your suggestions of giving more xp for certain things are all good, if it results in you giving out more xp overall than you otherwise would have then the game will become less challenging in that they'll level up faster. Xp isn't the only carrot available. IME treasure and magic items are serious carrots provided the game provides ways to spend/use such things...but it's not always easy to give out treasure based on actions, other than sometimes-hamfisted rewards from benefactors or patrons. Also, the knock-on effect here is that you can quickly end up with overly-wealthy PCs or parties, if such is a concern (it generally isn't, to me). If the baseline game were much harder the carrot method would hold more water as you can make the game a bit easier without losing much, but if the baseline game is already relatively easy then - unless you want to make it easier yet - the answer is to be a bit more hard-ass: discourage what you don't want rather than encourage what you do want, and in so doing make the game a little harder. [/QUOTE]
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