anyway.



thread: 2006-10-05 : Reward systems

On 2006-10-09, Frank T wrote:

Now wait a second, Mister, that was you claiming that any game that will work functionally over your three time frames will have identifyable features that can be called "reward system". I wasn't even testing you, those were honest questions. Are you here to play rethorical tricks, or what?

See, I remember Ron talking to those PrO guys in the Castle and telling them the easiest way to identify what kind of play a game supports is to look at the Reward System. And I'm looking at games I know and like and see a lot of stuff that supports a certain kind of play, and some of it is currency, some of it is resolution, much of it is setting and color, and there are a lot of different "cycles", as Ralph calls them, and I am wondering: Why should Reward System (whatever that is) be so special?

And by the way, your definition with the largest repeating cycle is quite different from the one in the Provisional Glossary, if you look at it. According to the Glossary, Pool Refreshment in TSoY is Reward System, as is awarding Gift Dice. Finding a magic sword in D&D is Reward System. Getting bonus dice in Sorcerer is Reward System.



 

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