anyway.



thread: 2009-05-13 : Now where WAS I...

On 2009-05-14, Vincent wrote:

Weeks: What I'm getting at is delayed gratification, intermittent and unpredictable rewards - Pavlov stuff.

Significantly, delayed gratification, intermittent rewards, and unpredictable rewards - they're all counter to fairness, counter to "you get what you pay for." "You get what you pay for" has been driving indie rpg design for a little while now and I'm clearly seeing places where it doesn't give me what I want. As a designer and as a player both.



 

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