The Forge Archives

Archive => GNS Model Discussion => Topic started by: JMendes on October 31, 2002, 09:21:08 PM

Title: GNS and player rewards
Post by: JMendes on October 31, 2002, 09:21:08 PM
Hi, all, :)

Appols if this has been asked and answered (in which case check out this thread replies are appreciated).

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.
Title: GNS and player rewards
Post by: M. J. Young on November 01, 2002, 02:15:17 AM
It's not so cut-and-dried as that, I think. There's a sense in which the rewards can be almost anything and fit any type of play; it's more a matter of how they're earned than what they are--although yes, there are some rewards that fit some kinds of play better. But maybe I can provide an outrageous example.

Multiverser has no "reward system" at all; there 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.
Title: GNS and player rewards
Post by: Cassidy on November 02, 2002, 07:04:29 PM
Quote from: M. J. Young
Does that make sense?

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.
Title: GNS and player rewards
Post by: MK Snyder on November 03, 2002, 03:32:32 AM
I think that given an awareness of what style of play is most satisfying to the player, and having the play tailored to that style by the GM or group or at least respectfully ackowledged as a desire and 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.