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My thoughts about reward mechanics

Started by Melinglor, November 18, 2007, 01:14:33 AM

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Melinglor

Well, for my part I apologize if I was unclear.

Now that you know what I'm talking about, how does it look to you, OG?

Peace,
-Joel
 

James J Skach

What does :
Quotehese are goals, emotional ties, or vows a character has. By bringing these into the story, the player gains experience points (XP) she can use to advance the character, increasing pools and abilities, or learning new Secrets and Keys.
mean - specifically the bolded part? Who "brings them into the story?"
The rules are my slave, not my master. - Old Geezer

The RPG Haven - Talking About RPGs

Melinglor

Well, generally speaking, the Gm and the player in question cooperate to "bring them into the story"--the player picks the Key of course, and pursues Key-related courses of action with his/her character, and the GM section says, "play to the PCs' Keys."

If you're asking about the specific criteria for gaining XP, each Key has conditions listed for it, like the Key of Conscience quoted above. Other examples: Key of Bloodlust, gain 1 XP each time you defeat someone in battle, 3 if they're tougher than you. Or Key of faith, 1 XP when you defend your faith, 2 if you convert someone, 5 when you defend it at great harm. Plus you can design your own or tweak existing Keys. Like my wife played a political radical and invented the Key of the Idealist: 1 XP when she participates in a free market, 2 when she intervenes for someone's freedom, 5 when she defends someone's life (i.e. Life, Liberty and Property :D ).

'Zat make sense?

Peace,
-Joel
 

Sean

I think it's a clear explanation and I appreciate your enthusiasm to explain TSOY and openess to finding out about other systems. The keys mechanic sounds cool.

James J Skach

Quote from: MelinglorWell, generally speaking, the Gm and the player in question cooperate to "bring them into the story"--the player picks the Key of course, and pursues Key-related courses of action with his/her character, and the GM section says, "play to the PCs' Keys."

If you're asking about the specific criteria for gaining XP, each Key has conditions listed for it, like the Key of Conscience quoted above. Other examples: Key of Bloodlust, gain 1 XP each time you defeat someone in battle, 3 if they're tougher than you. Or Key of faith, 1 XP when you defend your faith, 2 if you convert someone, 5 when you defend it at great harm. Plus you can design your own or tweak existing Keys. Like my wife played a political radical and invented the Key of the Idealist: 1 XP when she participates in a free market, 2 when she intervenes for someone's freedom, 5 when she defends someone's life (i.e. Life, Liberty and Property :D ).

'Zat make sense?

Peace,
-Joel
Makes perfect sense, now. I was just wondering, based on the description, how close to OG's "experience masturbation" it was - given the text didn't make it clear who determines if the Keys are brought into play.

It also reminds me of Squirrel Attack! Honestly, if you haven't, check out the way that's structured. Rewards are based on specific goals of the individual characters. So, for example, you have the goals of one Sir Grais DeNwutt, a kind of "paladin" of the squirrels (he fought against he Hawk Reich, after all). His goals are:
QuoteJones Junior must survive the mission: Five points
Each Squirrel that survives: Two points
Recover the Brazil Nut of Jones: Ten points
Each Nut Personally recovered: Three points
Jones Junior Dies: Minus ten points
Each Squirrel that dies: Minus three points
Now his goals differ from Lenny, a slow-on-the-uptake Squirrelferatu, blood draining ability and all:
QuoteKill Jones Junior and feed on his blood. Five points
Each Squirrel that he feeds on: Two points
Finding and returning the Ring of Canus: Ten points
Each nut personally recovered: Three points
Not finding the Ring of Canus: Minus ten points
Not feeding at all: Minus three points
Now Hinter is able to do this because all the possibilities are built into the adventure (Operation: Get Mr. Jones' Nuts).  The other adventure I have (thanks Bill!), "The Pie Incident, Operation: Snatch some Pie," has different goals. For example, Sir Grais DeNwutt now has a goal of "Each Catsassin defeated: Five Points"

So there ya go. I sould note, however, that Goals in Iridium Lite (the rule system underneath Squirrel Attack!) are a method of determining who "won" for the adventure. But I could see this easily being used as a way to award Experience.

I hope Bill is OK with me posting so much about the game and my own interpretation of the Goals....
The rules are my slave, not my master. - Old Geezer

The RPG Haven - Talking About RPGs

Gronan of Simmerya

Quote from: MelinglorWell, for my part I apologize if I was unclear.

Now that you know what I'm talking about, how does it look to you, OG?

Peace,
-Joel

Well, it looks like a variation of "These are the things I want out of the game", which is always good.
You should go to GaryCon.  Period.

The rules can\'t cure stupid, and the rules can\'t cure asshole.

Gronan of Simmerya

Quote from: MelinglorWell, generally speaking, the Gm and the player in question cooperate to "bring them into the story"--the player picks the Key of course, and pursues Key-related courses of action with his/her character, and the GM section says, "play to the PCs' Keys."

Okay, this is the part that I was unclear about and led to my sarcastic response.

Originally it seemed like you were saying "The player picks the keys, and then decides to give himself XP when he decides that he has done a satisfactory job of achieving the keys".  It sounded like something totally unilateral on the player's part.

Cooperation between GM and players is always a good thing.
You should go to GaryCon.  Period.

The rules can\'t cure stupid, and the rules can\'t cure asshole.

Melinglor

Quote from: James J SkachIt also reminds me of Squirrel Attack! Honestly, if you haven't, check out the way that's structured.
Cool, James! That sounds like tons o' fun. I have been keen on checking out SA! on general principle.

Peace,
-Joel
 

James J Skach

Quote from: MelinglorCool, James! That sounds like tons o' fun. I have been keen on checking out SA! on general principle.

Peace,
-Joel
My pleasure. Hinter (Bill) is great.

And just to be clear - the specific purpose of those points is not the same as XP, but since we're talking more broadly about reward mechanics...well...there ya go...

One of these days, the kids and are going to play this...maybe before D&D, even...which, coming from me, is saying alot :)
The rules are my slave, not my master. - Old Geezer

The RPG Haven - Talking About RPGs

Melinglor

Quote from: Old GeezerWell, it looks like a variation of "These are the things I want out of the game", which is always good.
Agreed. Keys are a quite handy as a big flashing "Here's what I wanna see/do" neon sign, in addition to managing advancement.

Quote from: Old GeezerCooperation between GM and players is always a good thing.
For sure. Keys don't produce or enforce cooperation, exactly, but I think they serve well to. . .I dunno, oil the cooperation gears, so to speak.

Peace,
-Joel
 

Gronan of Simmerya

Quote from: MelinglorAgreed. Keys are a quite handy as a big flashing "Here's what I wanna see/do" neon sign, in addition to managing advancement.


For sure. Keys don't produce or enforce cooperation, exactly, but I think they serve well to. . .I dunno, oil the cooperation gears, so to speak.

Peace,
-Joel

They provide a concise language for discussion.
You should go to GaryCon.  Period.

The rules can\'t cure stupid, and the rules can\'t cure asshole.

Melinglor

Hey, that's a great way to put it! :emot-eng101: Cool!