{"id":297,"date":"2006-09-23T10:37:44","date_gmt":"2006-09-23T10:37:44","guid":{"rendered":"http:\/\/random-average.com\/?p=297"},"modified":"2006-09-23T10:37:44","modified_gmt":"2006-09-23T10:37:44","slug":"analyzing-system","status":"publish","type":"post","link":"https:\/\/randomaverage.com\/index.php\/2006\/09\/analyzing-system\/","title":{"rendered":"Analyzing System"},"content":{"rendered":"<p><a title=\"[Frostfolk, ] Carrying on\" href=\"http:\/\/www.indie-rpgs.com\/forum\/index.php?topic=21546.0\">Ron talks with Levi about his new system, The Exchange<\/a> (which sounds cool, though maybe not as cool as The Cog War, a diceless thing that sounds very very cool and is apparently almost ready for distribution.<br \/>\nI particularly like this bit of history on reward systems in games.<\/p>\n<blockquote><p>Quick conceptual point: reward and resolution<br \/>\nIn most games before the mid-1990s, character improvement was the main perceived reward. It occurred in units of one or more sessions (often more), and only between rather than during sessions. A number of house-rules, starting &#8216;way back when, used the points of character-improvement as dice-modifiers, usually re-rolls or take-backs, although this didn&#8217;t show up in official game texts for a long time.<br \/>\nIn other words, a reward mechanic limited to character improvement and only taking place between sessions (sometimes many sessions) wasn&#8217;t enough to satisfy the needs of a reward system, in a lot of cases. People sometimes wanted a reward mechanic that affected how play itself was conducted. Later, interestingly, character improvement became an important part of play as well (I don&#8217;t know what game was first; one mid-1990s example is Morpheus, and a later one is Obsidian). At this late date, it seems to me that mechanics like Luck\/Unluck in Champions or Good Stuff\/Bad Stuff in Amber were kind of transitional between a D&#038;D model and a (for example) Shadow of Yesterday one, where reward\/improvement is continuous and ongoing.<br \/>\nTo put all this into a nutshell, one trend about reward mechanics is that they moved from fixed-effect, between-play, relatively rare events into constant, during-play, manipulable-effect events, and as such, <b>highly integrated with specific moments of resolution<\/b>, not just reward. I&#8217;m not saying this trend started with bad and ended up with good. I&#8217;m saying that now, the whole spectrum of reward-to-resolution is available to be tailored for a particular game.<\/p><\/blockquote>\n<p>I think one of the reasons that TSoY actually jolts folks is because of that &#8216;in game&#8217; reward system, ticking away &#8212; it&#8217;s really not something folks are used to.  By comparison, TSoY runs this different than any other &#8216;indie&#8217; narr game:<br \/>\n* Sorcerer&#8217;s system of stat-improvement is very much &#8216;over multiple sessions&#8217; in the traditional vein<br \/>\n* PTA has no means of character improvement, and Fan Mail, which IS the main reward in the game, feels more like an ergonomic &#8216;dice sharing&#8217; system than &#8220;XP&#8221;.<br \/>\n* Dogs in the Vineyard comes closest to that middle-of-the-game model, with Fallout Experience (very probably) accruing after every conflict, but that&#8217;s a bit different than TSoY as well &#8212; DitV has dice rolls that tell you &#8216;okay, you can have XP now,&#8217; thus absolving the player of the &#8216;guilt&#8217; of enjoying it when they get rewarded &#8212; the dice told them to, after all.  In TSoY, you have to actively reach out and claim the points you earn for the things you&#8217;re doing, and people shy away from that, conditioned for years by the gamer attitude that wanting XP and improvement is somehow juvenile.   TSoY vets call it &#8220;Key Guilt.&#8221;<br \/>\nEh. Tangent &#8212; at any rate, it&#8217;s shaping up to be another interesting conversation between Ron and Levi, and less Socratic than the first one.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Ron talks with Levi about his new system, The Exchange (which sounds cool, though maybe not as cool as The<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[8],"tags":[],"class_list":["post-297","post","type-post","status-publish","format-standard","hentry","category-links-resources"],"_links":{"self":[{"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/posts\/297","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/comments?post=297"}],"version-history":[{"count":0,"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/posts\/297\/revisions"}],"wp:attachment":[{"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/media?parent=297"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/categories?post=297"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/tags?post=297"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}