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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
You Don’t Have To Leave Wolfy Behind... In 'Pets & Sidekicks' Your Companions Level Up With You!
Community
General Tabletop Discussion
*TTRPGs General
Space Adventure RPGs
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: 8678861" data-attributes="member: 6670763"><p>Related to the topic of gameplay structure, what about incentives, rewards, and encouraged behavior?</p><p></p><p>With characters in these kinds of games typically opperating a space ship, and combat equipment often being highly customizable, there are lots of opportunities to spend money to the point that PCs will probably never run out of things they would want to buy if they could afford them. Which makes money a much more useful long term incentive than in most fantasy games.</p><p></p><p>However, many games also have some kind of exprience points as a secondary resource and reward that makes characters stronger, more durable, and might even gain access to new powers.</p><p>A good XP system in any RPG provides players with XP for behaving in the kind of ways that are considered typical for protagonists in the kind of fiction the game aims to mirror. Since players never say no to opportunities for more XP, they are generally quite happy to go with the option that is promising XP when they have to make a choice what to do next. Without the GM giving any kind of nudges what the players should or should not do, in the long term such XP incentives lead to the rewarded behaviors becoming quite common. And the players will enjoy action somewhat strongly stereotypical even when a game with a different tone would be just as possible. At least if the players are buying into the initial premise for the game.</p><p>The more codified the reward system is and the less it depends on the GM's subjective approval of the PCs actions, the more control the players have to judge for themselves the rewards and risk of their possible actions. In the most extreme case, if players have no idea what behavior will get them XP and how many, XP would not work as an incentive at all. Particularly when going for a kind of sandbox campaign, giving the players the full rules of how their characters will make XP is a very helpful tool to enable proactive PCs. Knowing what kinds of things would get good XP greatly reduces the tendency for decision paralysis.</p><p></p><p>In a Space Scoundrels on a Starship adventure, what kind of quantifiable actions, behaviors, and accomplishments would we want to see from the players to create the tone of this style of fiction?</p><p>Combat certainly is a common feature, but I think just as important is the daring escape from overwhelming foes. Giving XP for defeated enemies would encourage staying around in a fight much longer than serves any point in the narrative because it would get the players more XP than immediately jumping into their vehicle and speed away.</p><p>Similarly, since money already has a great value in itself and can be directly translated into more combat power, tying XP to money gained doesn't seem very useful either.</p></blockquote><p></p>
[QUOTE="Yora, post: 8678861, member: 6670763"] Related to the topic of gameplay structure, what about incentives, rewards, and encouraged behavior? With characters in these kinds of games typically opperating a space ship, and combat equipment often being highly customizable, there are lots of opportunities to spend money to the point that PCs will probably never run out of things they would want to buy if they could afford them. Which makes money a much more useful long term incentive than in most fantasy games. However, many games also have some kind of exprience points as a secondary resource and reward that makes characters stronger, more durable, and might even gain access to new powers. A good XP system in any RPG provides players with XP for behaving in the kind of ways that are considered typical for protagonists in the kind of fiction the game aims to mirror. Since players never say no to opportunities for more XP, they are generally quite happy to go with the option that is promising XP when they have to make a choice what to do next. Without the GM giving any kind of nudges what the players should or should not do, in the long term such XP incentives lead to the rewarded behaviors becoming quite common. And the players will enjoy action somewhat strongly stereotypical even when a game with a different tone would be just as possible. At least if the players are buying into the initial premise for the game. The more codified the reward system is and the less it depends on the GM's subjective approval of the PCs actions, the more control the players have to judge for themselves the rewards and risk of their possible actions. In the most extreme case, if players have no idea what behavior will get them XP and how many, XP would not work as an incentive at all. Particularly when going for a kind of sandbox campaign, giving the players the full rules of how their characters will make XP is a very helpful tool to enable proactive PCs. Knowing what kinds of things would get good XP greatly reduces the tendency for decision paralysis. In a Space Scoundrels on a Starship adventure, what kind of quantifiable actions, behaviors, and accomplishments would we want to see from the players to create the tone of this style of fiction? Combat certainly is a common feature, but I think just as important is the daring escape from overwhelming foes. Giving XP for defeated enemies would encourage staying around in a fight much longer than serves any point in the narrative because it would get the players more XP than immediately jumping into their vehicle and speed away. Similarly, since money already has a great value in itself and can be directly translated into more combat power, tying XP to money gained doesn't seem very useful either. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Space Adventure RPGs
Top