Mrowak
Arcane
- Joined
- Sep 26, 2008
- Messages
- 3,952
I'm still butthurt, but I'll wait to see; they already have my money anyway...
However, I am strongly against awarding experience points for "ways and means". I.e. killing monsters, picking locks, scribing scrolls, etc. Not only is it extraordinarily hard to balance for designers and QA staff, but it inevitably leads to nasty metagaming that, in my opinion, runs counter to some of the guiding principles of many RPGs. Unless combat is the sole focus of the game, we need to keep the player's focus on achieving a goal in whatever manner he or she sees fit. The accomplishment of the goal, not the method itself, should net the main reward. The reward for "ways and means" is usually self-contained. E.g. monsters drop monster bits, opening locked rooms gives access to otherwise unavailable equipment, hacking a computer gives some interesting data that can tie in with another game system. And really, the biggest reward has already been granted to the player: you allowed him or her to play the game in the manner he or she wanted. There's an idea I don't subscribe to -- that players need to be given tiny rewards for everything they do. If your gameplay is actually fun, you shouldn't need to bribe them! When gameplay simply becomes drudgery motivated by a desire to gain a bonus that makes the gameplay easier, I feel that we have failed as designers.
Sawyer
(Your thoughts on Pathfinder you can stick up your bunghole though )
I really don't get it why he is so afraid of having the game be unbalanced. And while I can sympathize with the metagaming complaint, in that part of the resources you are doing your decision making over are abstract things in the gameworld, which kind of breaches the illusion. But his solution is worse than the problem in my view.If one really wants to address that, you can have experience be something more concrete in the gameworld, so that it stops being metagaming and begins to be in game thinking.
You don't even need to go with more "realistic" systems like learn by doing or training or what have you. You can imply have something simple like 1xp for each piece of gold worth of treasure looted (the logic being that the more you manage to bring back in an expedition, the greater of an adventurer you are). Or even more ephemeral stuff, like fame or class accomplishment. Actually, now that I think about it, even quest XP could fall into this category, as long as there were clear guidelines of what a quest should be worth, instead of being a percentage of how much the player needs to get to the next level for the assumed level of the party, like they seem to do in most games.
Actually what Josh stated does not deny the approach you are advocating. Sawyer clearly wants to reward the performance of the player as opposed to the performance of PC. I can clearly see how, after finalizing some economic questline, you are rewarded XP proportionally to the amount of gold you earned due to your actions - that's valid and logical in his approach. That's cool because that rewards gameplay. I can't see why you should be given XP for stuff your character can already do, like opening locks, making an item and such. That hardly can be called gameplay.