hawkeyefan
Legend
I'm not following. At all. The game is it's own reward with plenty of back and forth, mostly between NPCs and PCs.
I wasn’t asking about rewards. I was asking how you evaluate a player’s performance. Like, what makes a good player? Or what does it take for a player to have a good session?
There’s not a right or wrong answer, but the answer may help explain the goals of play. These will vary by group and game, so I’m trying to understand your goals in play. Other than “fun” which I think is a goal for everyone and therefore sheds no light on the discussion.
I don't think there's anything wrong with playing in a participatory/thespian-heavy style with mostly FKR adjudication, as Oofta seems to be advocating for. "Game mastery" as a play motivation (where control over "earning a win condition" and "showing knowledge over the system" are desired) isn't actually a super common motivation in TTRPGs, especially as players age.
There’s absolutely nothing wrong with it! I was asking to better understand his game.
If the goal is more about story, then I can see how procedures like wilderness travel or dungeon exploration rules are being viewed as unnecessary. But if the goal is more about skillful navigation of tactical challenges, then such procedures (or similar ones) are more necessary.
Not that a game must be one or the other. Most games involve both, to varying degrees. I’m just trying to understand @Oofta ’s game a but better, and perhaps also explain why others don’t consider such rules systems as “unnecessary cruft”.