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Soviet Reversal or how the reward should be different from the challenge
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<blockquote data-quote="payn" data-source="post: 9178120" data-attributes="member: 90374"><p>I've had many discussions here with folks about incentive and advancement. There are a number of folks that dont just like, but demand, rewards for doing what the game expects them to do. For example, "why would my character ever pick locks if they didnt get XP and get better at it?" For some folks this is just the way RPGs work. </p><p></p><p>Personally, I prefer to just ditch the lure altogether. Im not going to give you a better sword for killing to find better jumping boots etc... I have been leaning more into meta plot and long term goal pursuit. I do this by running adventure paths and detailed sandboxes like <em>Pirates of Drinax</em> for Traveller. I use or create detailed players guides so the themes are apparent to the players. Pursuit of cracking cases, solving mysteries, exposing conspiracies and making major change in the setting is the reward for playing. It does take a proactive type player who doesnt need obvious XP reward systems or repetitive game play loops to work. Though there isnt anything wrong with traditional reward systems either, it really comes down to preference.</p></blockquote><p></p>
[QUOTE="payn, post: 9178120, member: 90374"] I've had many discussions here with folks about incentive and advancement. There are a number of folks that dont just like, but demand, rewards for doing what the game expects them to do. For example, "why would my character ever pick locks if they didnt get XP and get better at it?" For some folks this is just the way RPGs work. Personally, I prefer to just ditch the lure altogether. Im not going to give you a better sword for killing to find better jumping boots etc... I have been leaning more into meta plot and long term goal pursuit. I do this by running adventure paths and detailed sandboxes like [I]Pirates of Drinax[/I] for Traveller. I use or create detailed players guides so the themes are apparent to the players. Pursuit of cracking cases, solving mysteries, exposing conspiracies and making major change in the setting is the reward for playing. It does take a proactive type player who doesnt need obvious XP reward systems or repetitive game play loops to work. Though there isnt anything wrong with traditional reward systems either, it really comes down to preference. [/QUOTE]
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