tag:blogger.com,1999:blog-28751902.post6662107615156946407..comments2024-03-26T02:31:48.024-05:00Comments on Trollsmyth: Rules and Rewardstrollsmythhttp://www.blogger.com/profile/01895349218958093151noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-28751902.post-47699681489599566012010-01-28T08:43:44.167-06:002010-01-28T08:43:44.167-06:00I’ve really had a desire to remove reward systems ...I’ve really had a desire to <em>remove</em> reward systems from games these days. Which seems to go against JB’s principle. Yet, I think it is because I want to encourage the players to not think in mechanics, so maybe it is just an odd case of applying the principle. ^_^Roberthttps://www.blogger.com/profile/16733274876782876659noreply@blogger.comtag:blogger.com,1999:blog-28751902.post-56940531322490473392010-01-28T02:36:57.934-06:002010-01-28T02:36:57.934-06:00Heh... Don't hold your breath on a Tarantino ...Heh... Don't hold your breath on a Tarantino RPG. Got too many irons in the fire as it is. ;)<br /><br /><b>JB</b>: Well, as I said, on the basic premise ("system matters") you and I are in perfect agreement. I just think there are times when designers try to do with system things that are better left up to the players.trollsmythhttps://www.blogger.com/profile/01895349218958093151noreply@blogger.comtag:blogger.com,1999:blog-28751902.post-64220309185593108652010-01-28T00:38:55.813-06:002010-01-28T00:38:55.813-06:00I probably should have used a better contrasting e...I probably should have used a better contrasting example to ElfQuest. Consider the Dying Earth RPG, which not only LITERALLY has a "reward system" that gives characters "advances" for using Vancian language (again, influencing game play), but has system mechanics that promote a certain type of in-game behavior. For example: unlike WEG Star Wars (to name one) players have no sacrosanct authority over their characters emotions, mind, or free will...if someone uses a fast talk skill successfully on you, you (the player) are required to be specifically gullible in the prescribed manner. Learning to use your own wits and social skills are the only defense...as well as refreshing your character's various pools by indulging (in game) in your character's particular vices.<br /><br />The correct set of rules/system mechanics CAN influence "how" the game is played. Doesn't mean the game can't drift into something else (as your LL game has), but design CAN facilitate the type of play envisioned by the game designer.<br />: )JBhttps://www.blogger.com/profile/08532311924539491087noreply@blogger.comtag:blogger.com,1999:blog-28751902.post-81736718040929399222010-01-27T23:29:29.076-06:002010-01-27T23:29:29.076-06:00I would so *totally* play this Tarantino game.
Ot...I would so *totally* play this Tarantino game.<br /><br />Otherwise, I think you mostly know what my thoughts on the issue are. You need to give players *stuff* to mess with while they figure out what they really want to do with a game.Nataliehttps://www.blogger.com/profile/15528192783751011497noreply@blogger.comtag:blogger.com,1999:blog-28751902.post-47252994896314251572010-01-27T22:01:42.607-06:002010-01-27T22:01:42.607-06:00I'm gonna start this sentence with dude, cause...I'm gonna start this sentence with dude, cause... Dude, I could completely sell by game-buddies on a Tarentino Cinematic RPG. You've got a nice idea for a mechanic there, but I think for my purposes, the theme would be enough and I could get away with a bare bones rule set.<br />Everybody would pretty much expect a TPK every game anyway.E.G.Palmerhttps://www.blogger.com/profile/10229893317543621720noreply@blogger.com