The first point in my last post might have seemed unsurprising: Adjustable difficulty.
But I'm actually excited about it. Because it combines a sort of Gygaxian naturalism...wait, let me define that a bit. The ol' Gyg. Nat. is whatever turns up is whatever turns up - if there's a goblin around the corner, then there is. If there's an ancient red dragon around the corner, then there is - what's around the corner isn't constrained to being withing -/+ one level of the partys average level.
The combination here is that you have that constraint, but you also ROLL a second option for how tough a dungeon they can run. Right now I'm thinking a D10, because the party is around level 4. Perhaps when they are around level 10, then I'd roll a D20, which makes the second option go right up to the top.
The thing I like about this is that I think it sucks that if you level and gain +1 to hit, the monsters you encounter will be forced to have +1 improved armour class anyway. What I like about rolling is maybe the roll brings up a level one dungeon - a level four party will tromp through it! And guess what, they've earned it!
BUT! What if they want a dungeon about their own level, for more XP and loot and general thrill of being harder? Well, now you've a choice between two option - go with the natural roll, or go with the dungeon that matches party level!
BUT, I hear you say, what if the natural roll comes up a 6 or 9 or something above the average party level of 4? Well, you can still take that option! Maybe you think you can hack it?
Or if you think its just impossible, well then here is Gygaxian Naturalism and tough! You're stuck with one option only of the dungeon at your level. But the more you level, the more of a chance you get of a dungeon below yours - ie, a cakewalk dungeon!
Only snag? Writing up two dungeons? Or use one and roll differing monsters for each room that has monsters (and since I tend to write the monsters on the sheet, there wont be much room for that). So I'll have to work out something for this.
But I really like the idea of a dungeon that is just WHATEVER! Just crazy comes as it will, instead of always being a tight, predictable power band (that essentially undermines the idea of leveling).
Philosophy in life. Philosophy in life spent gaming. Table top RPGs, mmorpgs, video games, and more.
Showing posts with label rpg design. Show all posts
Showing posts with label rpg design. Show all posts
Wednesday, April 18, 2012
Monday, October 19, 2009
The psychology of gamism
In a game where there are multiple hurdles to overcome, and its supposed to be a gamey gamist play to win sort of game (primarily - secondarily it might have emotional issues or some grand setting), it needs a double dipping reward system, I think.
Ie, you don't just get past the hurdle. You also get some other reward on top of that - even if that second reward is merely some text that pats you on the back and says hey, well done on managing to get past that (or alternatively you could have text from the main villain cursing you for getting past it, which can be a sort of in character satisfying second reward).
Otherwise it's just a hurdle - a thing in your way. You don't think of doing the vacuuming as some big deal - simply because it's a hurdle. Actually that reminds me of chore wars, which went a way to doing that. I should have playtested that with other people - it had little treasure drops and such you could set up, but if you set it up yourself - it felt alot like giving yourself a pat on the back.
Ie, you don't just get past the hurdle. You also get some other reward on top of that - even if that second reward is merely some text that pats you on the back and says hey, well done on managing to get past that (or alternatively you could have text from the main villain cursing you for getting past it, which can be a sort of in character satisfying second reward).
Otherwise it's just a hurdle - a thing in your way. You don't think of doing the vacuuming as some big deal - simply because it's a hurdle. Actually that reminds me of chore wars, which went a way to doing that. I should have playtested that with other people - it had little treasure drops and such you could set up, but if you set it up yourself - it felt alot like giving yourself a pat on the back.
Labels:
chore wars,
game design,
gameplay,
rpg,
rpg design
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