Topic: [RUN!] is there a non-gamist way of dealing with REWARDS
Started by: Necromantis
Started on: 11/15/2010
Board: First Thoughts
On 11/15/2010 at 5:28pm, Necromantis wrote:
[RUN!] is there a non-gamist way of dealing with REWARDS
I was doing some thinking...
wouldn't any game that awards XP or any other kind of Points, has levels or any kind of "improvements" to the character be gamist in its nature?
Meaning if you need to Coax players to do something by offering a reward/penalty would it not be based not on Realism (sim) and not to further the story (Nar)
I was trying to see which of these fit best into my "ROLE-SHARING" game [RUN!]
Its a survival game but less about staying alive so much as about evasion and hiding.
The Character is played by everyone at the table. all Control different clashing aspects of the character.
I feel like this issue need to be resolved in my mind before I can settle on what direction I want to lean towards.
I don't feel like gamist is the way to go, But I need rewards I think In my game.
Any examples and input with be welcome!
Thanks
Brent
On 11/15/2010 at 5:39pm, Chris_Chinn wrote:
Re: [RUN!] is there a non-gamist way of dealing with REWARDS
Hi Brent,
I was doing some thinking...
wouldn't any game that awards XP or any other kind of Points, has levels or any kind of "improvements" to the character be gamist in its nature?
Nope! Gamism, by definition, is that the entire agenda, the point of play, is around competing ("Step on Up!") in some fashion. There's several games which use mechanical rewards, where the whole point of the game is to tell a meaningful story (Primetime Adventures, Shadow of Yesterday, Burning Wheel, Riddle of Steel) or create a strong fictional world to play in (Artesia, Diaspora, octaNe).
I wrote a post awhile back about mechanical rewards- it's not the reward itself, it's how it organizes the gameplay around it ( http://bankuei.wordpress.com/2010/10/18/reward-systems/ ).
Mind you, there's lots of non-point reward systems you can build into characters as well. Some include the joy of specific challenges (such as, the Ambition in Poison'd to Spit in the Eye of the Devil), others include power over the fiction (narration trading) etc.
You might want to try out some different games and see the differences of how they fit together to get a better idea of it.
Chris
On 11/15/2010 at 6:12pm, mreuther wrote:
RE: Re: [RUN!] is there a non-gamist way of dealing with REWARDS
We learn how to do new things all the time. In emulating life in another setting and allowing alter egos to grow and change we are simply reflecting our understanding of the real world back into a fictional setting, giving us plausible simulation.
On 11/15/2010 at 9:18pm, Noon wrote:
RE: Re: [RUN!] is there a non-gamist way of dealing with REWARDS
Hi Brent,
In pure forge technical terms, as Chris says, no.
However, I imagine it's actually a set of priorities, like a third, second and first position. Whatever agenda is in first position is THE agenda. Whatever comes second and especially third, is the 'bitch' of the first agenda.
Further, you've probably played in plenty of games where a secondary or tertiary gamism was present, if you gave actual play accounts.
Also, is your concern really that play could go entirely to boardgame like play with no imaginative element at all?
On 11/15/2010 at 10:31pm, Ar Kayon wrote:
RE: Re: [RUN!] is there a non-gamist way of dealing with REWARDS
In our lives we don't just wake up one morning and feel like we've gained +1 to our skill rolls. It's usually through reflective thought that you realize you've gradually improved at something, or when you finally nail that one technique. The change is so subtle that we don't seek self-improvement for the same reasons that your character would in RPGs, where the change is clearly noticeable as well as the rewards. Therefore, in order to avoid pushing your mechanics to support the gamist agenda, I believe character progression should probably be subtle and the rewards largely intangible (e.g. it improves immersion, or grants a greater depth of interaction with the game-world).
On 11/15/2010 at 11:49pm, mreuther wrote:
RE: Re: [RUN!] is there a non-gamist way of dealing with REWARDS
Go read a novel and tell me again that a character in a game has no reason to seek out improvement.
Literary works are positively rife with characters who are undergoing development of their skills on a regular basis, in most cases because they have a driving motivation such as revenge, loss, or pride. Which has nothing to do with the concept of Step on Up.
I've seen plenty of my adult friends and family members acquire a skill because they have been exposed to a new hobby or process at work . . . not to mention taking classes!
I see absolutely no reason that mechanically experience points and the like have to be associated with a Gamist agenda. As a reward for pursuing emotional goals and addressing Premise, they make perfect sense for a character in Narrativist play. As a simulation of real life's ever-changing need for adaptability and the fact that we really do improve with experience, a Simulationist game can just as well use these mechanics.
What pushes Gamist over one of the others is how you word things, and the specific circumstances under which you give out rewards. If you wish to avoid Gamism, make rewards which also support emulation of a world, or have them be present when Characters address Premise. If you want to remove them for "kills" and "loot" that's probably also a step away from Gamist, but is not required IMO.
On 11/16/2010 at 7:35am, Noon wrote:
RE: Re: [RUN!] is there a non-gamist way of dealing with REWARDS
or have them be present when Characters address Premise.
Just to add to Mathews comment, in the riddle of steel RPG you get more dice/reward for your spiritual attributes when your character just tries to do something in regard to their spiritual attribute - whether they succeed or fail. I think that they get it regardless of whether they succeed or not really neuters a capacity to play riddle of steel in a gamist way. Which is a useful neutering if you don't want to write a gamist game.
On 11/16/2010 at 8:12am, mreuther wrote:
RE: Re: [RUN!] is there a non-gamist way of dealing with REWARDS
Plenty of games grant "did you do something interesting/educational" points that have nothing to do with die rolls or being good at anything, they just have to do with things like "I have journeyed a long way, so in my travels I learned more" . . . not really very Gamist when you're just getting experience from taking part in the game and doing what your character should be doing. (Going on an adventure in the mountains, for example.)
This kind of experience point distribution goes back to what I said about books. Random Fantasy Novel 001: "They set up camp and ye olde grizzled veteran told the young farmer about how a weapon must be cared for . . ."
On 11/16/2010 at 6:04pm, Necromantis wrote:
RE: Re: [RUN!] is there a non-gamist way of dealing with REWARDS
There may have been a misunderstanding in my meaning.
I have no doubt I am just poorly explaining what I meant.
Perhaps Gamist isn't the term I should use.
I will continue to "misuse it" for now but what I mean by gamist is this:
Making a decision based on benefits/drawbacks/rules rather than roleplaying a character - i.e. "I am going to use a spear to attack because it does the more damage than a sword"
the "gamist" part of this isn't the use of the spear, its the reason for choosing the spear. Does that makes sense?
If you offer a reward in whatever form players naturally look to that as a goal.
"If I want X then I need to Do Y"
That may NOT be the intention of the game but that it somehow promotes that way of thinking.
Intent really means nothing.
I sincerely think that TSR (D&D) didn't intend to put out a game that made players want to min-max
that the mechanics and rules just promote it. It takes a a conscious effort to avoid a "gamist" approach in that game.
My concern is that rewards do this as well.
No matter the intent of the game. As I said Intent really means nothing.
The rules have to support the intent for it to matter.
My question is, is there a way to avoid setting goals for the players by giving rewards?
How things happen in the real world (we naturally seek out improvement) isn't the issue.
its that providing rewards inadvertently causes us to seeks them IN GAME.
I appreciate your responses. Hopefully this clears up my dilemma.
My grasp of gamism is clearly based on incorrect assumptions. (and possibly ill-founded distaste )
Go read a novel and tell me again that a character in a game has no reason to seek out improvement.
When exact did I say this? I cannot state AGAIN what I have not come close to stating to begin with.
on a side note. Novels are not games.
In our lives we don't just wake up one morning and feel like we've gained +1 to our skill rolls.
yes, but if you knew you could wake up feeling like you had gained +1 to your skills - would you not seek out the means to that end?
Your suggestion is the most helpful though. Question is: how to give rewards subtly?
even then all your doing is hiding the rewards so the players can't chase it. It might work best though. Thanks.
On 11/16/2010 at 7:43pm, Chris_Chinn wrote:
RE: Re: [RUN!] is there a non-gamist way of dealing with REWARDS
My question is, is there a way to avoid setting goals for the players by giving rewards?
I'm not exactly clear on your question.
Are you asking "How to have a reward system that doesn't cause players to think on a level beyond character motivations?"
I mean, the point of mechanical or rewards on any level is to cause the players to make choices along those lines. Doing so in a way that supports the goal of your game is good design, doing so in a way that doesn't, is not so good.
So, the game you're working on, what is it you want players to do? That's the thing to talk about, and then we can talk about mechanical and non-mechanical rewards.
Chris
On 11/16/2010 at 9:09pm, stefoid wrote:
RE: Re: [RUN!] is there a non-gamist way of dealing with REWARDS
What everyone is saying is that the reward mechanic itself is agenda neutral.
What you get rewarded for and how you can spend your reward will push the mechanic towards one forge category or another , but not necessarily categorize your whole game, which presumably has other more significant mechanics as well.
But who cares what forge category is assigned to a mechanic or game after the fact? You should be worrying about 'this is how I want my game to function and these are the mechanics that will accomplish that'.
On 11/16/2010 at 10:14pm, SortableBadger wrote:
RE: Re: [RUN!] is there a non-gamist way of dealing with REWARDS
I think that what Brent is trying to get at is that because of the nature of rewards, they will necessarily be the most significant mechanics.
The way to keep rewards from derailing your design is to only reward the type of play you want to encourage. That is, if player A successfully hides, good for him. However, if player A successfully acts out his role as the aspect of cowardice, he gets rewarded. Perhaps, you might even want to reward collaboration between players since they're all sharing the same head.
You can also make the rewards themselves highly abstracted to represent the fact that the characters are really character fragments. So, instead of skills increasing or what-have-you, the reward might be trait changes such that the aspect of cowardice doesn't have to act like a frightened child every time he sees the enemy but instead can be more calculating and 'mature' in their cowardice.
On 11/16/2010 at 11:23pm, Noon wrote:
RE: Re: [RUN!] is there a non-gamist way of dealing with REWARDS
Making a decision based on benefits/drawbacks/rules rather than roleplaying a character - i.e. "I am going to use a spear to attack because it does the more damage than a sword"
To me either way is nothing to do with roleplay. Say your character uses the spear - still nothing to do with roleplay. In terms of a role I think of things like does the character support slavery or not? Does he steal? Does he give to charity? All that seems like character/role/roleplay to me. So the spear/sword thing isn't roleplay as it contains nothing like that.
As I asked before, is your concern really that play could go entirely to boardgame like play with no imaginative element at all? You seem to be describing that, where the person only thinks of the game mechanics in choosing spear or sword. They don't think in terms of, say, how swords and spears have been described, or what his characters seen a sword/spear do in combat?
In terms of your question, I'd suggest checking out universalis. Instead of having stats for swords or spears, in universalis the game mechanics are entirely seperate from the game world and don't 'polute' them in the way you describe. The mechanics are there to determine when people can build and execute the causal flow of the game world.
On 11/16/2010 at 11:25pm, stefoid wrote:
RE: Re: [RUN!] is there a non-gamist way of dealing with REWARDS
SortableBadger wrote:
I think that what Brent is trying to get at is that because of the nature of rewards, they will necessarily be the most significant mechanics.
Yes, the OP fear is that a reward mechanic is intrinsically gamey. Which in one way it is, but so is dice rolling. Its a role playing GAME after all, not improv acting or story telling. But it is not intrinsically gamist in the forge category sense.
I dont see the reward mechanic as being so significant in the scheme of things. Not compared to, say: when do you invoke the dice (as in , what constitutes a conflict)? or who/when does someone have narration rights? or even how is a character defined? etc...
On 11/17/2010 at 1:11am, Necromantis wrote:
RE: Re: [RUN!] is there a non-gamist way of dealing with REWARDS
Callan wrote:
To me either way is nothing to do with roleplay. Say your character uses the spear - still nothing to do with roleplay.
I think there are roleplaying reasons for choosing a spear over a sword or vice versa.
As it happens that was the first thing I thought of and not a good example.
[Run!] will have neither. Well, I mean no more than D&D has spoons. They are there somewhere but they don't mean much.
there is no spoon mechanic.
To answer your question.
I'd like for the rules to be transparent. If there are rewards I worry that they will influence the players choices for things that are about "getting the edge"
Example: since we all (I assume) have played D&D I'll use that for my example. XP. "we get more XP if we don't kill the _____ -- lets try to outsmart it"
XP is the culprit here. The Reward that pushed the decision. Might they have decided to run if reward was not given? Might they have considered a course of action based on the character the group created. i.e. Perrin is strong and quick but is a slow thinker .. he looks for a way to get away from the ______ so he has time to think" the unrewarded path. If I were to reward that type of thinking it would FORCE players to try for that. i am not sure I like steering the players decisions. I think roleplaying should be what does that.
everthing in purple below is about gaming situation and game design interests - unrelated to REWARDS
I will reveal a little more about my game for you guys.
Role-sharing. (I don't know if that term is already in use but here is what It means to me)
This is where people aren't playing a role so much as playing a piece of a role. working with and against one another to make the characters decisions.
Situation and setting.
The character wakes up at the beginning of each game with an erased memory. (think momento - for those who have seen it) every game session is based on that period of wakefulness. the group with have to find ways to complete the characters ultimate goal while dealing with this handycap.
he/she will also be pursued and chased while this is all going on. Getting Caught is very bad as the captures can have control over what the character has access to and therefore can "remember" they can tell them anything and the player has nothing to compare it to.
in Momento - the protagonist is trying to find the man that killed his wife. that is one of thousands of scenarios that you could play out in Run!
the Title "Run!" is just what it sounds like. Its not cowardice that drives this impulse - its survival.
I haven't decided on a particular setting yet. I picture the setting in modern times in my mind but it doesn't have to be.
a cool setting might set it apart and make it more enjoyable.
Note: Combat is nearly non-existent. It has very little to with the point of this game. The point is to stay alive and solve the mystery.
This would mean that the game does have an end game mechanic
The players are playing different warring instincts of the character.. they will constantly battle one another for dominance so that they impart their influence on the character. for example: Heath is playing the Characters fear of commitment, sarcasm and optimism - Shane is playing the Characters - Need for connection - sincerity and pessimism -- they would clash during internal conflicts and one would come out victorious and imfluence the characters decision (or indecision as it were)
Can someone tell me of a game that doesn't try to "train" players to behave a certain way and still uses rewards?
If I can get that under my belt then I feel like I can design a game that allows players to choose courses of actions based on the character they create and not some outside influence they they perceive as a tactical advantage.
I hope I don't come off as a jerk or as stupid. I truly feel like no one is understanding me.
On 11/17/2010 at 1:19am, mreuther wrote:
RE: Re: [RUN!] is there a non-gamist way of dealing with REWARDS
There are large numbers of games which offer rewards on a fixed basis.
"You showed up and played the game. You get points."
On 11/17/2010 at 3:22am, stefoid wrote:
RE: Re: [RUN!] is there a non-gamist way of dealing with REWARDS
Necromantis wrote:
Can someone tell me of a game that doesn't try to "train" players to behave a certain way and still uses rewards?
If I can get that under my belt then I feel like I can design a game that allows players to choose courses of actions based on the character they create and not some outside influence they they perceive as a tactical advantage.
I hope I don't come off as a jerk or as stupid. I truly feel like no one is understanding me.
Youre being understood. The general consensus is 'dont sweat it'. Influencing gameplay is what reward mechanics are FOR. If you personally dont want to do that, then dont include the mechanic.
OK, for some games, there is also the important aspect of rewards which is the 'empire building' aspect - improving your characters performance gradually over time is fun. But if thats what is important to you, then as the previous poster said, you can give points for showing up, saying something cool, coming up with a particularly cunning solution to a problem, etc... reward the player's actions, not the character's
On 11/17/2010 at 6:05am, Noon wrote:
RE: Re: [RUN!] is there a non-gamist way of dealing with REWARDS
Hi Brent,
Can someone tell me of a game that doesn't try to "train" players to behave a certain way and still uses rewards?
If I can get that under my belt then I feel like I can design a game that allows players to choose courses of actions based on the character they create and not some outside influence they they perceive as a tactical advantage.
The Riddle of steel RPG. Because the players themselves become that very outside influence that chooses a course of actions for the character. The players write the characters goals in char gen. For example, "Protect my son" as a goal. Now whenever the player does that, pass or fail, they get a reward. Yes, the rewards still biases them towards an action - the action they decided their character would take. Also riddle of steel has rules for changing these goals, for a certain price (ie, it costs so your not going to do it all the time, or can't afford to do it all the time). Whats the goal changed to? What the player decides is the new goal for the PC.
On 11/17/2010 at 5:11pm, Chris_Chinn wrote:
RE: Re: [RUN!] is there a non-gamist way of dealing with REWARDS
If I can get that under my belt then I feel like I can design a game that allows players to choose courses of actions based on the character they create and not some outside influence they they perceive as a tactical advantage.
So, there's plenty of games where the player defines goals their character is pursuing and are rewarded for doing so. (Most allow you to also choose conflicting goals, which also is pretty interesting from a character-driven standpoint)
There's also games like Primetime Adventures where, the reward isn't for specific behavior, as much as "entertaining the group" in a broad sense- sometimes great dialogue, sometimes good contribution, sometimes being funny, whatever fits the game accordingly and the character you've developed. In fact, I'd say you should probably play this game for the value of seeing alternative reward mechanics in action.
Then there's games like Polaris, where the all the action is really about trying to accomplish your goals against unending opposition, before your character's story is over- the mechanics relentlessly drive forward your character to doom, so you have to struggle to protect/save/do whatever you can before your time is up.
Still, all of these games I'm talking about? Simply aligning reward with the point of play. It's not that they "lack" mechanical reward, it's that it fits the game.
Chris
On 11/17/2010 at 6:13pm, Necromantis wrote:
RE: Re: [RUN!] is there a non-gamist way of dealing with REWARDS
I really appreciate the help guys.
I will do some research with the suggestions
with Primetime adventures, Polaris and the riddle of steel.
This is the 2nd game I have ever tried to design.
Its in stark contrast to the other one I am designing which is a fantasy RPG that just gives me all the things I wanted/wanted fixed with D&D
It has turned out way different than d&d in the rules and mechanics but very similar to the objectives and setting etc. (at least how we play it. which is NOT dungeon crawling and endless killing sprees)
This game is almost opposite. and single character RSG set in the real world under unusual circumstances and thinking with an entirely different part of my brain. Having virtually no combat in a RPG? one that the group shares a character and take on the roles of the internal struggle as the character is put through the ringer. I see it as a challenge to get this right.
I will say that I still feel like most rewards work too much like bait. I do see light at the end of the tunnel though. apparently there are ways around this.
[hr][hr][hr]
I would like to add another quandary.
Narrativism - I like this concept the most. I just don't see how this is a game for everyone. For the record I don't mean a game that everyone will like. I mean a game for everyone who likes a good story and a game that supports it. let me explain.
I like to bowl. I suck at bowling. It's still fun.
I like a nar-based game. I suck at improvising stories. It is not fun.
this is what I think. As it happens I don't suffer from this affliction. I can improv well enough but there are people game with who just are not.
They like the idea but are just no good at it.
Someone told me that I just shouldn't play Nar with them. That doesn't appease me. I call that response the "WoW" approach. meaning "n00bs" or those who aren't "good" at the game shouldn't play it. Like the asshats that play world of warcraft in this manner seem to think.
side note: "I pawn noobs" - is the same as saying -- I kill things that are easy to kill. which is pretty ironic in a way.
on a similar track as before with the gamist problem.
Can you provide examples of games that "fix" my problem here.
or notable ways around this problem as well.
Thanks and sorry this thread is all over the map.
Brent
On 11/17/2010 at 7:27pm, ShallowThoughts wrote:
RE: Re: [RUN!] is there a non-gamist way of dealing with REWARDS
LOVE the concept of your game. Let us all know of your progress as you go further, please? (Totally sympathize re: your WoW remarks. Bloody asshats.)
Re: your original post - I ran into a similar issue awhile back. Check out this article:
Experience Points - what's the point? Alternatives?
To quote that post:
You can't reward behaviour without changing behaviour.
Literally about a week ago, as a result of reading Zero - Dingo for dinner in Actual Play, I ordered (and am waiting for delivery of) the game. Apparently it uses a system where you can "level down" some of your powers to take others even higher. It sounds to me like players may need to reduce the effectiveness of their characters in some areas to increase the overall effectiveness of the character.
Just a thought. DanB
Forge Reference Links:
Topic 27357
Topic 30544
On 11/20/2010 at 9:13pm, Ar Kayon wrote:
RE: Re: [RUN!] is there a non-gamist way of dealing with REWARDS
Necromantis wrote:In our lives we don't just wake up one morning and feel like we've gained +1 to our skill rolls.
yes, but if you knew you could wake up feeling like you had gained +1 to your skills - would you not seek out the means to that end?
Your suggestion is the most helpful though. Question is: how to give rewards subtly?
even then all your doing is hiding the rewards so the players can't chase it. It might work best though. Thanks.
As a GM of RPGs, I've realized that the illusion gives you the same results as the real thing, but with more consistency.
Also, with the subtlety thing, I'll draw my own RPG as an example, because I've thought very hard about how to design character development to feel as organic as possible, and perhaps it may stimulate a few unique thoughts of your own.
1. There are 3 types of skill classifications: category, group, and type. Category measures practical experience, group measures application proficiency, and type measures technical aptitude.
2. In-game, you can only gain practical experience, but that doesn’t improve your skill rolls. Instead, your composure improves (which can be directly observed in very short time intervals in real life; e.g. comparing the first time someone has sex to the second time). Over time, points gained in practical experience will eventually “leak-out” into the skill groups within the category, but the player cannot allocate these points - it is automatic and evenly spread.
3. Point allocation occurs in the time period between adventures, and the more time that elapses, the more points you receive. You get free points to distribute to skill types falling under your professional skill set (this assumes that you are training in your off-time; also notice how you may not gain practical experience in this span of time). You can also spend money on training to buy a finite amount of points for skills not falling under your professional skill set (this is not played out in-game).
4. Those points spent on training skill types does not improve your skill rolls either! Instead, those points “leak-out” into the skill groups they fall under.
5. Thus, quantitative improvement cannot be directly influenced by the player. Instead, the character gradually improves based upon his play style, which prevents “gaming” character development (skills have niche protection anyway, so it wouldn’t matter even if one were to attempt to game the game).
On 11/25/2010 at 2:52am, Daemonworks wrote:
RE: Re: [RUN!] is there a non-gamist way of dealing with REWARDS
Reward the players, not the characters.
By this I mean, reward things like good roleplaying, active participation in the game, etc. And make sure that the reward itself benefits what you want.
If you want to encourage roleplaying, or descriptive scenes, you could give out scene-stealing points, that can be spent to take over a scene narratively, but not mechanically.
This doesn't mean the character's don't develop mechanically - just that it's not used as a reward.