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What's the rush? Has the "here and now" been replaced by the "next level" attitude?
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<blockquote data-quote="oxybe" data-source="post: 6281725" data-attributes="member: 80033"><p>yes it limits the stories you can tell, but is that really a bad thing? i would much rather pay for a system that allows me to tell great stories of a certain type then one that would allow me to tell any story in a mediocre or lackluster manner. </p><p></p><p>as for "doesn't require too much thinking" can mean a lot. do you mean system depth or complexity? i don't care for complexity as a be-all end all but i do want depth, meat, to my system.</p><p></p><p>and instant gratification can very easily reward that if, like all things, done right. how many games nowadays give players bennies/tokens/points of sorts for doing certain actions? even if you're not just doling them out every other minute, this tends to give the players mechanical reasons to be invested in the game.</p><p></p><p>combat heavy is simply one possible focus of the game and an easy one to go towards since it's a very obvious conflict that can be used to move the session forwards. if your system focused on rewarding players for avoiding combat and setting up trade routes between towns, guess what they would be doing?</p><p></p><p>instant gratification is a great way to help shape the kind of game your building. while long-term goals have a place (like say prestige classes, paragon paths, epic destinies) and give players things to look forwards at a later date, giving them something for good play shouldn't be seen as a bad thing... you catch more flies with honey then vinegar / carrot over stick. </p><p></p><p>railroading is simply bad adventure design or a bad implementation of how rewards are given and nothing to do with the frequency. i long threw out XP in D&D and simply leveled the players after the adventure was over. they still kept looking forwards to the next level, but stopped treating every obstacle as a means of quicker leveling and started looking at obstacles as exactly that: obstacles in the way of their goal.</p><p></p><p>while i don't like assuming things, you do seem like you've had problems with instant gratification in games in the past. i'm not going to say that all my experiences were rainbows and unicorn farts, but i see the benefit of using it and how, as a consumer, it helps guide my decisions.</p></blockquote><p></p>
[QUOTE="oxybe, post: 6281725, member: 80033"] yes it limits the stories you can tell, but is that really a bad thing? i would much rather pay for a system that allows me to tell great stories of a certain type then one that would allow me to tell any story in a mediocre or lackluster manner. as for "doesn't require too much thinking" can mean a lot. do you mean system depth or complexity? i don't care for complexity as a be-all end all but i do want depth, meat, to my system. and instant gratification can very easily reward that if, like all things, done right. how many games nowadays give players bennies/tokens/points of sorts for doing certain actions? even if you're not just doling them out every other minute, this tends to give the players mechanical reasons to be invested in the game. combat heavy is simply one possible focus of the game and an easy one to go towards since it's a very obvious conflict that can be used to move the session forwards. if your system focused on rewarding players for avoiding combat and setting up trade routes between towns, guess what they would be doing? instant gratification is a great way to help shape the kind of game your building. while long-term goals have a place (like say prestige classes, paragon paths, epic destinies) and give players things to look forwards at a later date, giving them something for good play shouldn't be seen as a bad thing... you catch more flies with honey then vinegar / carrot over stick. railroading is simply bad adventure design or a bad implementation of how rewards are given and nothing to do with the frequency. i long threw out XP in D&D and simply leveled the players after the adventure was over. they still kept looking forwards to the next level, but stopped treating every obstacle as a means of quicker leveling and started looking at obstacles as exactly that: obstacles in the way of their goal. while i don't like assuming things, you do seem like you've had problems with instant gratification in games in the past. i'm not going to say that all my experiences were rainbows and unicorn farts, but i see the benefit of using it and how, as a consumer, it helps guide my decisions. [/QUOTE]
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What's the rush? Has the "here and now" been replaced by the "next level" attitude?
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