draft/gns_and_players_rewards.txt
author fabien
Sat, 21 Apr 2007 22:31:41 -0400
branchecjdr
changeset 94 fb43a4f8be79
parent 92 bdef1afd1170
permissions -rw-r--r--
[svn] r2439@freebird: fabien | 2007-04-21 22:31:12 -0400 Ajout d'un draft sur les récompenses (déjà presque un article...)

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   Author     Topic: GNS and player rewards  (Read 1480 times)

    [44]JMendes   [47][IMG]  [48]GNS and player rewards
    Member                   << on: October 31, 2002, 01:21:08 PM >>

    Posts: 187    ----------------------------------------------------

    [45]View      Hi, all, :)
    Profile
    [46]Personal  Appols if this has been asked and answered (in which
    Message       case check out this thread replies are appreciated).
    (Offline)
                  Anyway, how does one reward players in the various
                  GNS modes?

                  (Ex. would be: a gamist mode rewards a player by
                  awarding character advancement; or, a gamist mode
                  rewards a player by tallying problems successfully
                  solved, thus allowing said player to bask under the
                  glory of said tally; or something else entirely...)

                  Cheers,

                  J.
                                                            [49]Logged

                  ----------------------------------------------------

                  João Mendes
                  Lisbon, Portugal
    [50]M. J.                 [59]GNS and player rewards
    Young           [58][IMG] << Reply #1 on: October 31, 2002,
    Member                    06:15:17 PM >>

    Posts: 2123     --------------------------------------------------

    [51]1735114     It's not so cut-and-dried as that, I think.
    [52]MarkJYoung  There's a sense in which the rewards can be almost
    [53]tiras1      anything and fit any type of play; it's more a
    [54]View        matter of how they're earned than what they
    Profile         are--although yes, there are some rewards that fit
    [55]WWW         some kinds of play better. But maybe I can provide
    [56]Email       an outrageous example.
    [57]Personal
    Message         Multiverser has no "reward system" at all; there
    (Offline)       is a sense in which nothing is rewarded and
                    nothing is given as a reward. Yet people play it,
                    and find rewards, because the rewards are inherent
                    to the experience.

                      [*]To the Gamist, the ultimate reward is that
                      feeling that you just won, that you beat the
                      odds or overcame the enemy or solved the problem
                      in a significant way. I'm currently playing in a
                      Multiverser game in which I was engaged in a
                      battle of magic (and my character was completely
                      new to magic, making it up as he went along).
                      The attacker fled; the attacker's conjured
                      assassin was driven away. I had beaten the
                      enemy, I had won the conflict. The gamist reward
                      here is phenomenal.
                      [*]To the Simulationist, reward is a lot more
                      subtle. It involves feeling like you've entered
                      another reality, in some sense, that you've
                      explored a possibility and discovered something
                      about it. In that same game world, my background
                      in law convinced the local prince to assign me
                      the rather complex task of organizing his
                      judicial system and creating a legislature as a
                      way to bring his medieval princedom toward a
                      modern democratic citystate. I've spent quite a
                      bit of time figuring out how to organize a dozen
                      judges into a tiered judicial system with an
                      emphasis on precedent, and more on devising a
                      bicameral legislature in which one house
                      represents the fading nobility and the other the
                      mostly illiterate peasantry (how do you arrange
                      elections for representatives when the
                      electorate can't read and write?). I'm watching
                      the world evolve, and I'm involved in the center
                      of it. There is a great reward in being part of
                      something like this.
                      [*]To the Narrativist--well, there are a lot of
                      ways to say it that will lead someone to object
                      to the terminology, but let me suggest that the
                      reward for narrativists is the creation of
                      something of a morality play; that is, we've
                      created a story which is about an issue. In that
                      same world, the man who appointed me his head
                      justice required that I "swear fealty" to him,
                      and I in essence did so: I told him that I
                      didn't promise not to argue with him, but in the
                      end I would recognize he had the right to decide
                      what the law was. But this man has closed all
                      the churches in the princedom. It was his
                      opinion that the religious people were fighting
                      with each other to the detriment of the
                      community, so he made public religious ceremony
                      illegal. My character is very religious; and
                      since he has taken his position he has
                      discovered that one of the major religious
                      groups which have been "shut down" is
                      essentially agreed with his own faith. He is now
                      in a position in which he has sworn obligations
                      to uphold a law that could easily be used to
                      persecute people who share his religious
                      beliefs, which indeed could be used to accuse
                      his self of treason. The tension here is a
                      wonderful narrativist premise, as the character
                      must wrestle with whether he can serve as the
                      chief jurist in a legal system that oppresses
                      his own faith, or whether he can from his
                      position of limited authority make it possible
                      for that faith (and others?) to continue to be
                      practiced and encouraged in the city despite the
                      strictures placed upon it. The reward here comes
                      from resolving those tensions in one direction
                      or another. Narrativist rewards can in some ways
                      be the most interesting. My character could be
                      the deliverer who puts the crack in the wall
                      that ultimately admits the flood, such that the
                      prince is forced to permit faith again to be
                      expressed and practiced openly. He could instead
                      be the martyr whose death galvinizes the people
                      to stand up for their freedom. There are great
                      story possibilities here, and the realization of
                      those story possibilities is itself the
                      reward.[/list:u]

                      Now, there's a lot of talk about how mechanical
                      reward systems can be gamist, narrativist, or
                      simulationist; but what that means ultimately is
                      that the rewards encourage one kind of
                      play--they are given for actions of a particular
                      type, and/or they are in a currency which can be
                      used for actions of a particular type.

                         [*]A character earns experience points for
                         beating the odds, whether that's for killing
                         monsters, solving riddles, capturing enemy
                         spies, disarming explosives, or any other
                         in-game challenge. That experience is then
                         spent to make him better at killing monsters,
                         solving riddles, capturing enemy spies,
                         disarming explosives, or some other in-game
                         challenge. This is a palpably gamist reward
                         system, because rewards are given to
                         reinforce the inherent reward of winning, and
                         are a type which help the character win over
                         greater odds in the future.
                         [*]A player recognizes that his character has
                         values which could easily be brought into
                         conflict. He moves that character into a
                         place where the conflict will be forced upon
                         the character, where he will have to choose
                         between one value and another, and in doing
                         so is given a credit. He may then use the
                         credit to purchase something to add to play
                         that will help resolve this conflict one way
                         or the other, such as bringing another
                         character into the scene, or placing a
                         previously unmentioned object within reach.
                         This is an arguably narrativist reward
                         system, because it gives rewards for the
                         creation of premise-enhancing situations
                         which are of a type which helps the player
                         advance the core of the story. (This is more
                         difficult, as a very similar reward system
                         could be used in a simulationist exploration
                         of character/situation game; it's just the
                         best I could produce at the moment.)
                         [*]A character in a new city takes a job as a
                         stablehand. The player puts effort into
                         describing the life and activities of a
                         stablehand, and his character's feelings
                         about this; he controls the character to be a
                         good stablehand. A tally is kept of the time
                         he spends at this activity, with extra
                         credits for doing it well. When a
                         predetermined score is reached, the owner of
                         the stable approaches the character and
                         offers to promote him to work as a groom.
                         This is arguably a simulationist reward
                         system, as the rewards are given for playing
                         appropriately in the context of the setting
                         and lead to new opportunities to explore
                         other aspects of the setting.
                         [/list:u]
                         There are countless ways to do reward systems
                         for each sort of play. I suspect that the way
                         to get at it, though, is to begin with an
                         idea of how the game works without any reward
                         system at all, to determine what sort of play
                         you want to encourage, and then create a
                         reward system which gives the players
                         currency in response to the sort of actions
                         desired which can be spent to make possible
                         more of that sort of actions.

                         Does that make sense?

                         (And anyone who wants to suggest a better
                         example of a narrativist reward system--or
                         any other--please do so.)

                         --M. J. Young
                                                            [60]Logged

                    --------------------------------------------------

                    Check out [61]Multiverser
                    [62]M. J. Young Net
    [63]Cassidy             [67]GNS and player rewards
    Member        [66][IMG] << Reply #2 on: November 02, 2002,
                            11:04:29 AM >>
    Posts: 165
                  ----------------------------------------------------
    [64]View
    Profile       Quote from: M. J. Young
    [65]Personal  Does that make sense?
    Message
    (Offline)     Absolutely.

                  For me, the key to rewarding players is essentially
                  knowing what their premise is and making sure that
                  it's fulfilled.

                  I can only relate my own experiences but for players
                  with a narrative slant I very often let them assume
                  the role of significant NPCs in the game.

                  Mercenary Leader, Religious Zealot, Cowardly
                  Nobleman, you name it, I've had them play it.

                  It obviously takes a lot of setting up and
                  discussion one-on-one with the player concerned
                  prior to play which in itself is rewarding for the
                  players concerned.

                  For players coming from a simulationist angle, if
                  the setting, characters, conflicts and situations
                  within the game are engaging enough and really grab
                  their interest then playing becomes it's own reward.

                  The players like that in my group really don't give
                  a hoot about experience points, story points or
                  whatever in fact I never use experience points as
                  such.

                  The odd ad-hoc change in an ability from time to
                  time as a consequence of a characters experiences in
                  the game works well enough. It makes sense to me and
                  more importantly it makes sense to the players. It's
                  never a player initiated thing, it's just something
                  that I mention to the player in passing when I feel
                  the change is warranted. The player  modifies their
                  character sheet and thats all there is to it.

                  The problem I have most is satisfying players with a
                  gamist premise.

                  Winning and losing in RPGs is something that I've
                  never been able to get my head around. Maybe it's
                  just my own experience but the players in my group
                  who play the the game from a gamist standpoint only
                  seem to come alive when there is something to hit.

                  They really appear to have little interest in
                  exploring the setting or involving themselves in
                  situations that don't have an element of combat
                  associated to them.

                  The only reward they are interested in is
                  "improvement" of their characters abilities and a
                  desire for more combat in the game.

                  Combat for combat's sake bores me. Unless the
                  characters are in a truly threatening situation and
                  they stand a real chance of dying then it appears to
                  be a real waste of time. I can't do that every
                  session.

                  Conversely, a session without combat is often seen
                  as boring or unrewarding certain players in my
                  group.

                  I do run my games primarily from a
                  simulation/narrative angle and I do introduce combat
                  intensive scenes as a means of presenting the group
                  with a dramatic life or death situation.

                  I just feel that I can't satisfy the players in my
                  group who play from an apparently gamist standpoint
                  because I think the type of game they want to play
                  isn't really the type of game I want to run.
                                                            [68]Logged
    [69]MK                  [73]GNS and player rewards
    Snyder        [72][IMG] << Reply #3 on: November 02, 2002,
    Member                  07:32:32 PM >>

    Posts: 116    ----------------------------------------------------

    [70]View      I think that given an awareness of what style of
    Profile       play is most satisfying to the player, and having
    [71]Personal  the play tailored to that style by the GM or group
    Message       or at least respectfully ackowledged as a desire and
    (Offline)     given a share of the session form and focus (turns),
                  that players are rewarded by play itself.

                  Conflict and frustration are lessened as players are
                  not attempting to force/encourage one another into
                  playing to misunderstood and possibly conflicting
                  standards.

                  It enhances the process of play. Mechanical/ design
                  changes may not be necessary.

                  In other words... if the players are having more fun
                  because what they like to happen is happening, they
                  don't need no steenkin XP's to sweeten it.
                                                            [74]Logged

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