thread: 2006-10-05 : Reward systems

On 2006-10-16, Christopher Kubasik wrote:

Hi Tim,

I think Vincent said it as I would say it: "escalation and resolution." I'd add that the reward cycle is completed upon resoultion.

In Dogs, the game centers around the escalation of conflict. The reward cycle is based around the player *resolving* the conflict—one way or another. They might shoot, they might Give, but the cycles been leading up to that moment. When the moment arrives there's the "Ahhhh," moment—and everyone gears up to head into another conflict to do it again.

Then there's the uber-resolution of the town. But all the conflicts that lead up to the resolution fo the tale of the town are simply nested withing the uber-conflct. It's kind of all the same thing. I see them as less being ends of the spectrum as well turned phrases in a well made poem. (The phrases being the conflict resolution, and the poem being the resolution of a town.)

I'd offer that in Sorcerer, the cycle is based on Humanity Rolls. I think when all cyclanders are firing, the point of the game is to create critical situations where Humanity rolls are called for (or asked for).

Using Vincent's points (1. the escalation and resolution of the fictional situation; 2. the players' participation in said escalation and resolution) we see that the escalation is present (the game is about the stakes of Humanity, the resolution of the act isn't about "did I kill him" but "what happenened to my huminity after I killed this person," and the player obviously has participation in knowing he or she is having the PC take actions that will demand a Humanity Check.

Then you just do it again.

The Kicker resolution, like the town resolution for Dogs, is just the uber-version of a Humanity Check.



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