Thursday, February 10, 2005

[RPG] Reward systems

NB: I want to post this to The Forge, so if anyone has any ideas on how to clarify the following, please comment…

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I finally think I understand how a role-playing game’s reward system works.

A character has an Ability.
The player enters that Ability into a Mechanic.
The Mechanic is used to resolve a situation.

As a result of the situation being resolved, a player gets a Reward.
The player can use that Reward to improve their Ability – which improves their chances of resolving a situation in their favour.

So the three components of a Reward System cycle are: Ability, Mechanic, Reward.

Questions:
Those are the three components of a Reward System that has a Goal of ‘character improvement’. What other Goals are out there? Jared Sorenson has proposed ‘development’ and ‘investment’. Are there more?
Does a different Goal need a different Cycle?
Are there others ways of running a Character Improvement cycle?

Here's some threads to review ...


Rewarding Players.

Reward Systems, or Making Your Players Behave.

This thread has expanded my thinking on reward systems.
It points out an opposite cycle to the one I've highlighted. A negative loop versus a positive loop.

Rewards for setting up.

Advancement Systems and D&D.

Non game system reward.

Character goal based reward systems.



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