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<blockquote data-quote="Kurtomatic" data-source="post: 5466793" data-attributes="member: 85486"><p>I've given some thought to awarding XP on a combination of treasure, and objective-based achievements. </p><p></p><p>Like early versions of D&D, you'd get minimal XP from just fighting. You'd avoid unnecessary fights and put more effort into exploration. However, there would be still be monsters that carry or guard considerable treasure, making them a target.</p><p></p><p>Achievements (OMG v1d30g4m3!!!), on the other hand, would be like quest XP but in reverse. For instance, discovering an important secret about the dungeon, defeating a special monster (that doesn't already have a trove), or inflicting enough casualties on the Orc tribe that they abandon the site. (See the <a href="http://angrydm.com/2010/08/schrodinger-chekhov-samus/" target="_blank">Slaughterhouse Project</a> [angrydm.com] for an excellent way to organize a site-based game with objectives.) </p><p></p><p>It's like a reverse quest, because the players do <strong>not</strong> have a list of predefined quests to work with in advance. Achievements instead serve to encourage player exploration. Planted clues, and even multi-stage chained achievements, can give players direction that they can follow or ignore as they choose.</p><p></p><p>The idea is to add a little more flavor to the mix than straight-up gold farming. And really, isn't XP for treasure just another kind of quest? Call it the <strong>Fame & Fortune</strong> quest. Fame for achievements, and Fortune for the loot.</p></blockquote><p></p>
[QUOTE="Kurtomatic, post: 5466793, member: 85486"] I've given some thought to awarding XP on a combination of treasure, and objective-based achievements. Like early versions of D&D, you'd get minimal XP from just fighting. You'd avoid unnecessary fights and put more effort into exploration. However, there would be still be monsters that carry or guard considerable treasure, making them a target. Achievements (OMG v1d30g4m3!!!), on the other hand, would be like quest XP but in reverse. For instance, discovering an important secret about the dungeon, defeating a special monster (that doesn't already have a trove), or inflicting enough casualties on the Orc tribe that they abandon the site. (See the [URL="http://angrydm.com/2010/08/schrodinger-chekhov-samus/"]Slaughterhouse Project[/URL] [angrydm.com] for an excellent way to organize a site-based game with objectives.) It's like a reverse quest, because the players do [b]not[/b] have a list of predefined quests to work with in advance. Achievements instead serve to encourage player exploration. Planted clues, and even multi-stage chained achievements, can give players direction that they can follow or ignore as they choose. The idea is to add a little more flavor to the mix than straight-up gold farming. And really, isn't XP for treasure just another kind of quest? Call it the [b]Fame & Fortune[/b] quest. Fame for achievements, and Fortune for the loot. [/QUOTE]
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