anyway.



thread: 2005-05-06 : Iron Game Chef Returns!

On 2005-05-10, Tom wrote:

Andy Writes:

> Genre: Romance RPG
> Ingredients: Dog shit, gingerbread men, Tunisia
> Limitations: Resolution mechanic must involve interpretive
> dance

Corpro-zoophiliac whirling dervishes in love!

Bring it!

On a more practical note—hey Vincent, let's talk reward mechanisms.  Specifically, let's talk about reward mechanisms that reward the GM.  This is something that you talked a little bit about in a previous essay, mostly to say "it'll be big but durned if I know how it works".

I've got a couple of vague ideas.  Something that's less of a direct reward and more of a way to monitor the game. So you can easily determine that "yeah, people liked this plot, person, theme, whatever", but also something that goes "hey, they're getting fed up with this plot, person, theme, whatever and I should transition out of it maybe".

Robin Laws was recently talking about GM Mannerisms on his LJ and it occurs to me that providing player-driven tools to help GMs broaden their horizons might be a good thing.  The reward here being improved GMing skillz and a better sense that people were enjoying whatever was going on.



 

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