Forum changes: Editing of posts has been turned off until further notice.
Started by lumpley, February 03, 2003, 03:30:28 PM
Quote from: Mike HolmesIt occurs to me that these sorts of mechanics might be especially useful in very metaphysical settings such as Dreamspire (are ya listening, Matt?), where characters might just exist in a sort of semi-vaccum with only the limited elements that have been created in existence.
Quote from: Mike HolmesOTOH, if one were to make a game where there were no "corners" to turn with regard to the main area of exploration, then such a reward would be crucial. I can't envision such a game at the moment, so it's highly theoretical. But I think it could be done.
Quote from: Mike alsoOn another topic, how does a GM identify when a player has "prioritized exploration"?....In Sim, well, you're always exploring or your not playing an RPG....How do I positively reward prioritizing exploration, when, if done correctly, it's being done constantly?
Quote from: Mike Holmes How do I positively reward prioritizing exploration, when, if done correctly, it's being done constantly?
QuoteYour elephant comment is well taken. That is, in proposing all these methods for adding areas to explore, we miss the fact that, in theory, the universe of play in most games is presented as infinite already. All the player has to do is to say, "I go around the corner. What do I see?" and presumably the GM has to reward him with a description of a new street to explore. Thus, in such a game, these do not seem to be very potent rewards.
QuoteAs I believe I indicated on the previously cited Balance thread, you can achieve the same result by having reasonable limitations on the character's movement which are gradually eliminated by advancement.
Quote from: Mike HolmesAll the player has to do is to say, "I go around the corner. What do I see?" and presumably the GM has to reward him with a description of a new street to explore. Thus, in such a game, these do not seem to be very potent rewards.
Quote from: wfreitagActually, Emily, I'm glad you continued this because I for one haven't reached any kind of conclusion here. I'm just being slow to put my thoughts together on this.
Quote from: wfreitagThe question remains whether a system, a setting, or a GM can control these rewards in any "systematic" way so as to preferentially reward Simulationist decision-making. I believe -- to say in one sentence what should probably be a whole chapter -- that a system could but most don't, a setting can't but most claim they do, and a GM can and usually does but most claim they don't.