07-01-2018, 05:46 PM | #21 | |
Banned
Join Date: Mar 2018
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Re: 'Deal Breakers'?
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Additionally, many people play RPG's specifically to escape those zealous individuals found in the real world, who, through self-election, feel it their duty and right to shackle the behavior of others (even in a game) and control their opinions, attitudes, and actions; by penalizing them (or their game characters) for *non-conformist and non-cooperative attitudes*, and *bad-think*; through purposeful withholding of award. So, I agree. There should be no place for subliminal behavioral modification-based techniques - utilizing positive and negative reinforcement rules - implanted into a game about:
Or, simply ask yourself this: "Why would you play a game where you assume the role of a fighter with a very dangerous weapon, where you gain points - *not for using your weapon and being a successful warrior* - but rather, for being a non-individual collectivist, while making other people laugh and feel good?" What game is that... The Social-Engineering Trip? JK Last edited by Jim Kane; 07-01-2018 at 07:26 PM. Reason: Typo |
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07-01-2018, 06:15 PM | #22 |
Join Date: Nov 2010
Location: Arizona
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Re: 'Deal Breakers'?
I have to say that I agree that Experience Point awards should be tied to "in-game" behavior, rather than meta-game behavior. That's sort of like giving an employee a pay raise for telling jokes in the staff room, rather than for good job performance at his actual work.
But, I would include in that "in-game" behavior things like role-playing a situation very well (and in keeping with your character's persona as you described it to me at the start and have since developed it). To me "bringing snacks" (an actual suggestion in some RPG books I've read) never really qualified as a reason to award Experience to a character, even if it did qualify for praise and thanks at the door to my house. |
07-01-2018, 07:24 PM | #23 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Thoughts on Experience.
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I agree. I long ago stopped adding up experience for damage and DX bonuses, etc. But I made sure to give healthy bonuses for people who did well in the fights. Warm regards, Rick |
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07-01-2018, 09:20 PM | #24 |
Join Date: Jul 2005
Location: Geelong, Australia
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Re: 'Deal Breakers'?
I don't think anything will be a deal breaker for me.
At this stage I'll get the game regardless! Having said that if there are a few issues I'll just set up some house rules. |
07-02-2018, 07:32 AM | #25 | |
Join Date: Aug 2004
Location: Columbia, Maryland
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Re: 'Deal Breakers'?
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For Tollenkar session 1 I followed the guidance in the ITL book. Everyone raised an eyebrow at "5 points for every hour of play." Then again, the last two games we played had glacial advancement - well, actually, Classic Traveller has no advancement in the general sense of the term - so I guess to them 25 points seemed like a jackpot. Same here. Given the fact that one person brought 3 six packs of beer, and another brought a six along with a cheese platter and homemade pasta salad, they'd be advancing at quite a clip over the other players. |
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07-02-2018, 11:01 AM | #26 | |
Join Date: Nov 2010
Location: Arizona
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Re: 'Deal Breakers'?
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There aren't any "deal breakers" for me in anything that Steve Jackson writes. If the game isn't my cup of tea, I simply don't play it (Munchkin, for example), but for games that I DO like, if I see something that bothers me too much, I either replace it with a house rule, or I ignore it entirely (assuming it doesn't break the game to do that). For example, one "error" that I always felt was wrong with Ogre (one of my all time favorite games, by the way) was the Move then Fire sequence. I feel it would be a better reflection of tactical realities to reverse that and Fire and then Move, but changing that would effectively "break the game" for most players, so I don't except when I'm playing solitaire... |
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07-02-2018, 01:39 PM | #27 | |
Join Date: May 2010
Location: Alsea, OR
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Re: 'Deal Breakers'?
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This is also the theory behind sexy, friendly, and charming, but inept-at-office-skills, receptionists having been common enough to become a trope exploited in novels, movies and TV. Most tropes have some underlying element of resonance with reality. Likewise, I like to reward people who make the overall game more fun, even if they aren't doing so with their play. IE: The guy who brings the Pizza and isn't a jerk at the table, even if his character is of limited use, is more use in session than the guy whose character is doing all the work, but is grumpy, doesn't play nice with the other people, and raids my fridge without asking. Last edited by ak_aramis; 07-02-2018 at 01:43 PM. |
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07-02-2018, 01:58 PM | #28 | |
Join Date: May 2018
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Re: 'Deal Breakers'?
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07-02-2018, 06:07 PM | #29 | |
Join Date: Nov 2010
Location: Arizona
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Re: 'Deal Breakers'?
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07-02-2018, 09:34 PM | #30 |
Join Date: May 2010
Location: Alsea, OR
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Re: 'Deal Breakers'?
My solution for the pizza guy is a free reroll once in the session, rather than XP. Or, in 5E D&D, If the table got fed, everyone got an inspiration start of session. Non-XP rewards are not to be discounted...
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