[Closed for Now] Rewards Discussion
Posted: Wed Nov 19, 2014 4:12 pm
So, we've had a few expeditions finish up, now, and it seems like a good time for discussion of the rewards structure. Let me lay out my perception of how the expeditions have gone, share with you the assumptions that informed how I've done rewards so far, and then open the discussion up with a couple of pointed questions and a general call for input.
Please note that none of what we're doing here is non-negotiable. I'm sharing my opinions here but we make the game happen together and if we decide to be inflexible on things it's not a good approach for a collaborative entertainment.
Ok, to the expeditions:
Herrin's trip to the forest was a wash. Some xp, some learning about the environment, but little treasure and not much xp. For me the value of a trip like this is in learning, affecting the story, and characterization.
Varas's visit to the tower was a moderate success. The group earned xp, picked up some treasure, found a potentially useful location, learned some things, nobody died. Lots of value here.
Herrin's trip to the ruins: not yet finished so hard to say. If the group survives this encounter it could prove to be a very successful trip, despite the death and dismemberment.
Anwyn and Thisby #1: this was not a very successful trip on a material level, but from my perspective I got hooked on those characters during that somewhat-uneventful trip.
Anwyn and Thisby #2: this was a material failure (we all know what happened), but in my opinion was the most successful expedition so far. Little stories like that one are the reason I play these games as much as big heroic adventures. From my perspective, this thread was its own reward.
ElfQuest: this was a minor failure. We had some major injuries, nothing of use was learned, very little treasure and little xp. On the other hand, we got the beginning of some good characterization that can build over time into awesome stories.
Varas's Endless Voyage: this for me was almost as big a success as the anwyn/Thisby thread. A goodly sum of treasure, despite the lack of dungeon delving, no fatalities, good xp, lots more knowledge of the environment and moving the story in new ways, along with memorable encounters and good character-building.
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Ok, you can probably get a sense of my biases based on those analyses. Here are my assumptions and ground rules for how I set up rewards:
1. I decided to use LL/BECMI, so I will use their reward structures. That edition rewards finding and recovering treasure, not killing monsters, not awesome characterization. It is highly focused in that way.
2. I want to promote exploration and reward those who take the risks associated with finding new things without adding in the need to tackle it to come away with anything.
3. Role playing is its own reward. I do this for the fun stories. If I hand out xp or other rewards based on role playing, there is always the danger that I will end up rewarding what pleases me, and that is directly opposed to my role in this game as referee. Good role playing is an incentive for other players to team up with you so you can tell cool stories together, and it enhances the world our characters share.
Anyway, these beliefs are what shaped the reward structure currently in place. I want to pose two pointed questions and present one general one:
A. Do you feel like you are adequately rewarded for your accomplishments? Why or why not?
B. are there changes to these foundational assumptions that you would suggest?
Open question: what counts as rewards for you? Why do you play?
Please note that none of what we're doing here is non-negotiable. I'm sharing my opinions here but we make the game happen together and if we decide to be inflexible on things it's not a good approach for a collaborative entertainment.
Ok, to the expeditions:
Herrin's trip to the forest was a wash. Some xp, some learning about the environment, but little treasure and not much xp. For me the value of a trip like this is in learning, affecting the story, and characterization.
Varas's visit to the tower was a moderate success. The group earned xp, picked up some treasure, found a potentially useful location, learned some things, nobody died. Lots of value here.
Herrin's trip to the ruins: not yet finished so hard to say. If the group survives this encounter it could prove to be a very successful trip, despite the death and dismemberment.
Anwyn and Thisby #1: this was not a very successful trip on a material level, but from my perspective I got hooked on those characters during that somewhat-uneventful trip.
Anwyn and Thisby #2: this was a material failure (we all know what happened), but in my opinion was the most successful expedition so far. Little stories like that one are the reason I play these games as much as big heroic adventures. From my perspective, this thread was its own reward.
ElfQuest: this was a minor failure. We had some major injuries, nothing of use was learned, very little treasure and little xp. On the other hand, we got the beginning of some good characterization that can build over time into awesome stories.
Varas's Endless Voyage: this for me was almost as big a success as the anwyn/Thisby thread. A goodly sum of treasure, despite the lack of dungeon delving, no fatalities, good xp, lots more knowledge of the environment and moving the story in new ways, along with memorable encounters and good character-building.
---
Ok, you can probably get a sense of my biases based on those analyses. Here are my assumptions and ground rules for how I set up rewards:
1. I decided to use LL/BECMI, so I will use their reward structures. That edition rewards finding and recovering treasure, not killing monsters, not awesome characterization. It is highly focused in that way.
2. I want to promote exploration and reward those who take the risks associated with finding new things without adding in the need to tackle it to come away with anything.
3. Role playing is its own reward. I do this for the fun stories. If I hand out xp or other rewards based on role playing, there is always the danger that I will end up rewarding what pleases me, and that is directly opposed to my role in this game as referee. Good role playing is an incentive for other players to team up with you so you can tell cool stories together, and it enhances the world our characters share.
Anyway, these beliefs are what shaped the reward structure currently in place. I want to pose two pointed questions and present one general one:
A. Do you feel like you are adequately rewarded for your accomplishments? Why or why not?
B. are there changes to these foundational assumptions that you would suggest?
Open question: what counts as rewards for you? Why do you play?