Subject | Re: [dq] Experience Awards |
---|---|
From | Ben Taberner |
Date | Sat, 23 Feb 2013 08:50:48 +1300 |
--e89a8f23500900cf3a04d65582d0 Content-Type: text/plain; charset=ISO-8859-1 Can I ask something from the perspective of the nigh-mythological prospective player? What experience in the game does the DQ Experience mechanic support, and what player behavior does it feed back into? Experience Points are fundamentally a limiter system for ability advancement (as William notes, DQ obliges us to supply our own degeneration) in that only control the pace at which it occurs. What experience does the DQ quarterly turn-around, EP chit, and balance sheet processes engender that special to (and attractive about) this game? Does anyone else find it interesting that people want to value roleplaying more, but Experience Points are applied into values on the character sheets that mostly drive combat mechanics? I admit that they are "facts" about your character you can leverage in roleplayng and that "not dying" opens up you dramatic options wonderfully, but still... A couple of more specific notes; * Michael, do you announce or tally your BRIGHT IDEA and other bonuses where the party or player can see them, or do they get accumulated into the final total? * Writing about the experience of Experience might need some new terms. * I'd never under-estimate the value of "turning up with sharpened pencil". It's not particularly glamorous or innovative, the commitment to playing regularly (and the community, confidence, and skills that naturally flow on from that) was one of the unalloyed good things I remember about the Guild. Gaming on these time-scales is a big investment in the era of the MMOPRG, Angry Avians, and their offspring, ben On Fri, Feb 15, 2013 at 4:11 PM, Stephen Martin <stephenm@aklnz.net> wrote: > It has been observed that there is some variation in how and how much > experience is awarded by > different GMs. > > The current experience awards are 0-1500 per night for preparation, > contribution and > roleplaying, and another 0-1500 per night based on the level of the > adventure. > > On this basis, assuming you are prepared and attend every night, an 11 > night adventure should > see you walk away with 11,000 - 15,000 (depending on GM opinion) plus (0 / > 3300 / 6600 / 9900 > / etc.) for level. > > I've heard comment from GMs using this that they feel stingy for not > giving out enough xp. > > http://www.dragonquest.org.nz/dqwiki/index.php/Experience > > > I would appreciate GM and player opinions: > > Is the amount of xp from the current system fine / too much / too little? > > Is the structure of the xp awards fine / too simple / too complicated? > > Should we be concerned about consistency between GMs or is that overly > bureaucratic? > > How and why would you change the xp awards? > > > Thanks, Stephen. > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- > --e89a8f23500900cf3a04d65582d0 Content-Type: text/html; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Can I ask something from the perspective of the nigh-mythological prospecti= ve player?<div><br></div><div>What experience in the game does the DQ Exper= ience mechanic support, and what player=A0behavior=A0does it feed back into= ?</div> <div><br></div><div><br></div><div><br></div><div>Experience Points are=A0f= undamentally=A0a limiter system for ability advancement (as William notes, = DQ obliges us to supply our own degeneration) in that only control the pace= at which it occurs. What experience does the DQ quarterly turn-around, EP = chit, and balance sheet processes engender that special to (and attractive = about) this game?</div> <div><br></div><div>Does anyone else find it interesting that people want t= o value roleplaying more, but Experience Points are applied into values on = the character sheets that mostly drive combat mechanics? =A0 I admit that t= hey are "facts" about your character you can leverage in roleplay= ng and that "not dying" opens up you dramatic options wonderfully= , but still...</div> <div><br></div><div>A couple of more specific notes;</div><div><br></div><d= iv>* Michael, do you announce or tally your BRIGHT IDEA and other bonuses w= here the party or player can see them, or do they get accumulated into the = final total?</div> <div><br></div><div>* Writing about the experience of Experience might need= some new terms.</div><div><br></div><div>* I'd never under-estimate th= e value of "turning up with sharpened pencil". =A0It's not pa= rticularly glamorous or innovative, the commitment to playing regularly (an= d the community, confidence, and skills that naturally flow on from that) w= as one of the unalloyed good things I remember about the Guild. =A0Gaming o= n these time-scales is a big investment in the era of the MMOPRG, Angry Avi= ans, and their offspring, =A0</div> <div><br></div><div><br></div><div><br></div><div><br></div><div>ben<br><br= ><div class=3D"gmail_quote">On Fri, Feb 15, 2013 at 4:11 PM, Stephen Martin= <span dir=3D"ltr"><<a href=3D"mailto:stephenm@aklnz.net" target=3D"_bla= nk">stephenm@aklnz.net</a>></span> wrote:<br> <blockquote class=3D"gmail_quote" style=3D"margin:0 0 0 .8ex;border-left:1p= x #ccc solid;padding-left:1ex">It has been observed that there is some vari= ation in how and how much experience is awarded by<br> different GMs.<br> <br> The current experience awards are 0-1500 per night for preparation, contrib= ution and<br> roleplaying, and another 0-1500 per night based on the level of the adventu= re.<br> <br> On this basis, assuming you are prepared and attend every night, an 11 nigh= t adventure should<br> see you walk away with 11,000 - 15,000 (depending on GM opinion) plus (0 / = 3300 / 6600 / 9900<br> / etc.) for level.<br> <br> I've heard comment from GMs using this that they feel stingy for not gi= ving out enough xp.<br> <br> <a href=3D"http://www.dragonquest.org.nz/dqwiki/index.php/Experience" targe= t=3D"_blank">http://www.dragonquest.org.nz/dqwiki/index.php/Experience</a><= br> <br> <br> I would appreciate GM and player opinions:<br> <br> Is the amount of xp from the current system fine / too much / too little?<b= r> <br> Is the structure of the xp awards fine / too simple / too complicated?<br> <br> Should we be concerned about consistency between GMs or is that overly bure= aucratic?<br> <br> How and why would you change the xp awards?<br> <br> <br> Thanks, Stephen.<br> <br> <br> -- to unsubscribe notify mailto:<a href=3D"mailto:dq-request@dq.sf.org.nz">= dq-request@dq.sf.org.nz</a> --<br> </blockquote></div><br></div> --e89a8f23500900cf3a04d65582d0-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Experience Awards |
---|---|
From | Jim Arona |
Date | Sat, 23 Feb 2013 14:36:19 +1300 |
--bcaec54a3788abcb8d04d65a55df Content-Type: text/plain; charset=ISO-8859-1 The main purpose of Experience awards is to keep players coming back season after season. Experience need not to be awarded for good role playing or cleverness, really, because people who aren't interested in these kinds of things do not take up this hobby. They become stamp collectors or train spotters. Not that we should stop rewarding cleverness and good role playing. However, we should reward all of the behaviour that makes the evening pleasant, and that includes things like keeping clear and accessible records, being alert and responsive to the DM, being generous with other players, etc, etc, etc. In reality, the thing that will earn the largest award is whether or not a person is fun to play with. No other rewardable behaviour is as valuable as this one. Of course, it matters not a jot if you are going to award these things if people can't tell what they're being awarded for. A person who is awarded Experience in such a way that they cannot compare it to other players is not being told anything useful. If you want them to observe and, perhaps, improve their performance, then their awards would need, at least, to be published, and preferably explained in some detail. On Saturday, 23 February 2013, Ben Taberner <ben.taberner@gmail.com> wrote: > Can I ask something from the perspective of the nigh-mythological prospective player? > What experience in the game does the DQ Experience mechanic support, and what player behavior does it feed back into? > > > Experience Points are fundamentally a limiter system for ability advancement (as William notes, DQ obliges us to supply our own degeneration) in that only control the pace at which it occurs. What experience does the DQ quarterly turn-around, EP chit, and balance sheet processes engender that special to (and attractive about) this game? > Does anyone else find it interesting that people want to value roleplaying more, but Experience Points are applied into values on the character sheets that mostly drive combat mechanics? I admit that they are "facts" about your character you can leverage in roleplayng and that "not dying" opens up you dramatic options wonderfully, but still... > A couple of more specific notes; > * Michael, do you announce or tally your BRIGHT IDEA and other bonuses where the party or player can see them, or do they get accumulated into the final total? > * Writing about the experience of Experience might need some new terms. > * I'd never under-estimate the value of "turning up with sharpened pencil". It's not particularly glamorous or innovative, the commitment to playing regularly (and the community, confidence, and skills that naturally flow on from that) was one of the unalloyed good things I remember about the Guild. Gaming on these time-scales is a big investment in the era of the MMOPRG, Angry Avians, and their offspring, > > > > ben > > On Fri, Feb 15, 2013 at 4:11 PM, Stephen Martin <stephenm@aklnz.net> wrote: >> >> It has been observed that there is some variation in how and how much experience is awarded by >> different GMs. >> >> The current experience awards are 0-1500 per night for preparation, contribution and >> roleplaying, and another 0-1500 per night based on the level of the adventure. >> >> On this basis, assuming you are prepared and attend every night, an 11 night adventure should >> see you walk away with 11,000 - 15,000 (depending on GM opinion) plus (0 / 3300 / 6600 / 9900 >> / etc.) for level. >> >> I've heard comment from GMs using this that they feel stingy for not giving out enough xp. >> >> http://www.dragonquest.org.nz/dqwiki/index.php/Experience >> >> >> I would appreciate GM and player opinions: >> >> Is the amount of xp from the current system fine / too much / too little? >> >> Is the structure of the xp awards fine / too simple / too complicated? >> >> Should we be concerned about consistency between GMs or is that overly bureaucratic? >> >> How and why would you change the xp awards? >> >> >> Thanks, Stephen. >> >> >> -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- > > --bcaec54a3788abcb8d04d65a55df Content-Type: text/html; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable The main purpose of Experience awards is to keep players coming back season= after season. Experience need not to be awarded for good role playing or c= leverness, really, because people who aren't interested in these kinds = of things do not take up this hobby. They become stamp collectors or train = spotters.<br> Not that we should stop rewarding cleverness and good role playing. However= , we should reward all of the behaviour that makes the evening pleasant, an= d that includes things like keeping clear and accessible records, being ale= rt and responsive to the DM, being generous with other players, etc, etc, e= tc. In reality, the thing that will earn the largest award is whether or no= t a person is fun to play with. No other rewardable behaviour is as valuabl= e as this one.<br> Of course, it matters not a jot if you are going to award these things if p= eople can't tell what they're being awarded for. A person who is aw= arded Experience in such a way that they cannot compare it to other players= is not being told anything useful. If you want them to observe and, perhap= s, improve their performance, then their awards would need, at least, to be= published, and preferably explained in some detail.<br> <br><br>On Saturday, 23 February 2013, Ben Taberner <<a href=3D"mailto:b= en.taberner@gmail.com">ben.taberner@gmail.com</a>> wrote:<br>> Can I = ask something from the perspective of the nigh-mythological prospective pla= yer?<br> > What experience in the game does the DQ Experience mechanic support, a= nd what player=A0behavior=A0does it feed back into?<br>><br>><br>>= Experience Points are=A0fundamentally=A0a limiter system for ability advan= cement (as William notes, DQ obliges us to supply our own degeneration) in = that only control the pace at which it occurs. What experience does the DQ = quarterly turn-around, EP chit, and balance sheet processes engender that s= pecial to (and attractive about) this game?<br> > Does anyone else find it interesting that people want to value rolepla= ying more, but Experience Points are applied into values on the character s= heets that mostly drive combat mechanics? =A0 I admit that they are "f= acts" about your character you can leverage in roleplayng and that &qu= ot;not dying" opens up you dramatic options wonderfully, but still...<= br> > A couple of more specific notes;<br>> * Michael, do you announce or= tally your BRIGHT IDEA and other bonuses where the party or player can see= them, or do they get accumulated into the final total?<br>> * Writing a= bout the experience of Experience might need some new terms.<br> > * I'd never under-estimate the value of "turning up with shar= pened pencil". =A0It's not particularly glamorous or innovative, t= he commitment to playing regularly (and the community, confidence, and skil= ls that naturally flow on from that) was one of the unalloyed good things I= remember about the Guild. =A0Gaming on these time-scales is a big investme= nt in the era of the MMOPRG, Angry Avians, and their offspring, =A0<br> ><br>><br>><br>> ben<br>><br>> On Fri, Feb 15, 2013 at 4:= 11 PM, Stephen Martin <<a href=3D"mailto:stephenm@aklnz.net">stephenm@ak= lnz.net</a>> wrote:<br>>><br>>> It has been observed that th= ere is some variation in how and how much experience is awarded by<br> >> different GMs.<br>>><br>>> The current experience awar= ds are 0-1500 per night for preparation, contribution and<br>>> rolep= laying, and another 0-1500 per night based on the level of the adventure.<b= r> >><br>>> On this basis, assuming you are prepared and attend ev= ery night, an 11 night adventure should<br>>> see you walk away with = 11,000 - 15,000 (depending on GM opinion) plus (0 / 3300 / 6600 / 9900<br> >> / etc.) for level.<br>>><br>>> I've heard comment = from GMs using this that they feel stingy for not giving out enough xp.<br>= >><br>>> <a href=3D"http://www.dragonquest.org.nz/dqwiki/index.= php/Experience">http://www.dragonquest.org.nz/dqwiki/index.php/Experience</= a><br> >><br>>><br>>> I would appreciate GM and player opinions:= <br>>><br>>> Is the amount of xp from the current system fine /= too much / too little?<br>>><br>>> Is the structure of the xp = awards fine / too simple / too complicated?<br> >><br>>> Should we be concerned about consistency between GMs o= r is that overly bureaucratic?<br>>><br>>> How and why would yo= u change the xp awards?<br>>><br>>><br>>> Thanks, Stephen= .<br> >><br>>><br>>> -- to unsubscribe notify mailto:<a href=3D= "mailto:dq-request@dq.sf.org.nz">dq-request@dq.sf.org.nz</a> --<br>><br>= > --bcaec54a3788abcb8d04d65a55df-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Experience Awards |
---|---|
From | Hamish Brown |
Date | Sat, 23 Feb 2013 15:57:24 +1300 |
This is a multipart message in MIME format. ------=_NextPart_000_033D_01CE11DE.78F1FDA0 Content-Type: text/plain; charset="us-ascii" Content-Transfer-Encoding: 7bit I have been following this thread. It is interesting what motivates player behaviour and what we think should motivate player behaviour. I'm with William in that players are often motivated by comparison with others and that a more helpful orientation is motivation by measurement against one's self. One problem is that any kind of special award encourages both introspection about one's own actions and comparison with what others got. Personally I don't think EP award is the way to influence player behaviour - a good relationship coupled with thoughtful feedback is more likely to make someone become more fun to play with. So with this in mind give people more EP and encourage them to spend it on things that make the character more interesting rather than tougher. If they spend it on getting tougher at a great rate of knots - make it clearly known that they will get less cool loot on the next adventure. How do you measure this? I don't know. And I think its draconian so for this reason you are probably better to just live with it - and encourage people. Hamish From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of Jim Arona Sent: Saturday, 23 February 2013 2:36 p.m. To: dq@dq.sf.org.nz Subject: Re: [dq] Experience Awards The main purpose of Experience awards is to keep players coming back season after season. Experience need not to be awarded for good role playing or cleverness, really, because people who aren't interested in these kinds of things do not take up this hobby. They become stamp collectors or train spotters. Not that we should stop rewarding cleverness and good role playing. However, we should reward all of the behaviour that makes the evening pleasant, and that includes things like keeping clear and accessible records, being alert and responsive to the DM, being generous with other players, etc, etc, etc. In reality, the thing that will earn the largest award is whether or not a person is fun to play with. No other rewardable behaviour is as valuable as this one. Of course, it matters not a jot if you are going to award these things if people can't tell what they're being awarded for. A person who is awarded Experience in such a way that they cannot compare it to other players is not being told anything useful. If you want them to observe and, perhaps, improve their performance, then their awards would need, at least, to be published, and preferably explained in some detail. On Saturday, 23 February 2013, Ben Taberner <ben.taberner@gmail.com> wrote: > Can I ask something from the perspective of the nigh-mythological prospective player? > What experience in the game does the DQ Experience mechanic support, and what player behavior does it feed back into? > > > Experience Points are fundamentally a limiter system for ability advancement (as William notes, DQ obliges us to supply our own degeneration) in that only control the pace at which it occurs. What experience does the DQ quarterly turn-around, EP chit, and balance sheet processes engender that special to (and attractive about) this game? > Does anyone else find it interesting that people want to value roleplaying more, but Experience Points are applied into values on the character sheets that mostly drive combat mechanics? I admit that they are "facts" about your character you can leverage in roleplayng and that "not dying" opens up you dramatic options wonderfully, but still... > A couple of more specific notes; > * Michael, do you announce or tally your BRIGHT IDEA and other bonuses where the party or player can see them, or do they get accumulated into the final total? > * Writing about the experience of Experience might need some new terms. > * I'd never under-estimate the value of "turning up with sharpened pencil". It's not particularly glamorous or innovative, the commitment to playing regularly (and the community, confidence, and skills that naturally flow on from that) was one of the unalloyed good things I remember about the Guild. Gaming on these time-scales is a big investment in the era of the MMOPRG, Angry Avians, and their offspring, > > > > ben > > On Fri, Feb 15, 2013 at 4:11 PM, Stephen Martin <stephenm@aklnz.net> wrote: >> >> It has been observed that there is some variation in how and how much experience is awarded by >> different GMs. >> >> The current experience awards are 0-1500 per night for preparation, contribution and >> roleplaying, and another 0-1500 per night based on the level of the adventure. >> >> On this basis, assuming you are prepared and attend every night, an 11 night adventure should >> see you walk away with 11,000 - 15,000 (depending on GM opinion) plus (0 / 3300 / 6600 / 9900 >> / etc.) for level. >> >> I've heard comment from GMs using this that they feel stingy for not giving out enough xp. >> >> http://www.dragonquest.org.nz/dqwiki/index.php/Experience >> >> >> I would appreciate GM and player opinions: >> >> Is the amount of xp from the current system fine / too much / too little? >> >> Is the structure of the xp awards fine / too simple / too complicated? >> >> Should we be concerned about consistency between GMs or is that overly bureaucratic? >> >> How and why would you change the xp awards? >> >> >> Thanks, Stephen. >> >> >> -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- > > ------=_NextPart_000_033D_01CE11DE.78F1FDA0 Content-Type: text/html; charset="us-ascii" Content-Transfer-Encoding: quoted-printable <html xmlns:v=3D"urn:schemas-microsoft-com:vml" = xmlns:o=3D"urn:schemas-microsoft-com:office:office" = xmlns:w=3D"urn:schemas-microsoft-com:office:word" = xmlns:m=3D"http://schemas.microsoft.com/office/2004/12/omml" = xmlns=3D"http://www.w3.org/TR/REC-html40"><head><meta = http-equiv=3DContent-Type content=3D"text/html; = charset=3Dus-ascii"><meta name=3DGenerator content=3D"Microsoft Word 14 = (filtered medium)"><style><!-- /* Font Definitions */ @font-face {font-family:Calibri; panose-1:2 15 5 2 2 2 4 3 2 4;} @font-face {font-family:Tahoma; panose-1:2 11 6 4 3 5 4 4 2 4;} /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {margin:0cm; margin-bottom:.0001pt; font-size:12.0pt; font-family:"Times New Roman","serif";} a:link, span.MsoHyperlink {mso-style-priority:99; color:blue; text-decoration:underline;} a:visited, span.MsoHyperlinkFollowed {mso-style-priority:99; color:purple; text-decoration:underline;} span.EmailStyle17 {mso-style-type:personal-reply; font-family:"Calibri","sans-serif"; color:#1F497D;} .MsoChpDefault {mso-style-type:export-only; font-family:"Calibri","sans-serif"; mso-fareast-language:EN-US;} @page WordSection1 {size:612.0pt 792.0pt; margin:72.0pt 72.0pt 72.0pt 72.0pt;} div.WordSection1 {page:WordSection1;} --></style><!--[if gte mso 9]><xml> <o:shapedefaults v:ext=3D"edit" spidmax=3D"1026" /> </xml><![endif]--><!--[if gte mso 9]><xml> <o:shapelayout v:ext=3D"edit"> <o:idmap v:ext=3D"edit" data=3D"1" /> </o:shapelayout></xml><![endif]--></head><body lang=3DEN-NZ link=3Dblue = vlink=3Dpurple><div class=3DWordSection1><p class=3DMsoNormal><span = style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1F497= D'>I have been following this thread. It is interesting what = motivates player behaviour and what we think should motivate player = behaviour.<o:p></o:p></span></p><p class=3DMsoNormal><span = style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1F497= D'><o:p> </o:p></span></p><p class=3DMsoNormal><span = style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1F497= D'>I’m with William in that players are often motivated by = comparison with others and that a more helpful orientation is motivation = by measurement against one’s self. One problem is that any = kind of special award encourages both introspection about one’s = own actions and comparison with what others got.<o:p></o:p></span></p><p = class=3DMsoNormal><span = style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1F497= D'><o:p> </o:p></span></p><p class=3DMsoNormal><span = style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1F497= D'>Personally I don’t think EP award is the way to influence = player behaviour – a good relationship coupled with thoughtful = feedback is more likely to make someone become more fun to play with. = <o:p></o:p></span></p><p class=3DMsoNormal><span = style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1F497= D'><o:p> </o:p></span></p><p class=3DMsoNormal><span = style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1F497= D'>So with this in mind give people more EP and encourage them to spend = it on things that make the character more interesting rather than = tougher. If they spend it on getting tougher at a great rate of = knots – make it clearly known that they will get less cool loot on = the next adventure. How do you measure this? I don’t = know. And I think its draconian so for this reason you are = probably better to just live with it – and encourage = people.<o:p></o:p></span></p><p class=3DMsoNormal><span = style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1F497= D'><o:p> </o:p></span></p><p class=3DMsoNormal><span = style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1F497= D'>Hamish <o:p></o:p></span></p><p class=3DMsoNormal><span = style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1F497= D'><o:p> </o:p></span></p><p class=3DMsoNormal><b><span = lang=3DEN-US = style=3D'font-size:10.0pt;font-family:"Tahoma","sans-serif"'>From:</span>= </b><span lang=3DEN-US = style=3D'font-size:10.0pt;font-family:"Tahoma","sans-serif"'> = dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] <b>On Behalf Of = </b>Jim Arona<br><b>Sent:</b> Saturday, 23 February 2013 2:36 = p.m.<br><b>To:</b> dq@dq.sf.org.nz<br><b>Subject:</b> Re: [dq] = Experience Awards<o:p></o:p></span></p><p = class=3DMsoNormal><o:p> </o:p></p><p class=3DMsoNormal>The main = purpose of Experience awards is to keep players coming back season after = season. Experience need not to be awarded for good role playing or = cleverness, really, because people who aren't interested in these kinds = of things do not take up this hobby. They become stamp collectors or = train spotters.<br>Not that we should stop rewarding cleverness and good = role playing. However, we should reward all of the behaviour that makes = the evening pleasant, and that includes things like keeping clear and = accessible records, being alert and responsive to the DM, being generous = with other players, etc, etc, etc. In reality, the thing that will earn = the largest award is whether or not a person is fun to play with. No = other rewardable behaviour is as valuable as this one.<br>Of course, it = matters not a jot if you are going to award these things if people can't = tell what they're being awarded for. A person who is awarded Experience = in such a way that they cannot compare it to other players is not being = told anything useful. If you want them to observe and, perhaps, improve = their performance, then their awards would need, at least, to be = published, and preferably explained in some detail.<br><br><br>On = Saturday, 23 February 2013, Ben Taberner <<a = href=3D"mailto:ben.taberner@gmail.com">ben.taberner@gmail.com</a>> = wrote:<br>> Can I ask something from the perspective of the = nigh-mythological prospective player?<br>> What experience in the = game does the DQ Experience mechanic support, and what = player behavior does it feed back = into?<br>><br>><br>> Experience Points = are fundamentally a limiter system for ability advancement (as = William notes, DQ obliges us to supply our own degeneration) in that = only control the pace at which it occurs. What experience does the DQ = quarterly turn-around, EP chit, and balance sheet processes engender = that special to (and attractive about) this game?<br>> Does anyone = else find it interesting that people want to value roleplaying more, but = Experience Points are applied into values on the character sheets that = mostly drive combat mechanics? I admit that they are = "facts" about your character you can leverage in roleplayng = and that "not dying" opens up you dramatic options = wonderfully, but still...<br>> A couple of more specific = notes;<br>> * Michael, do you announce or tally your BRIGHT IDEA and = other bonuses where the party or player can see them, or do they get = accumulated into the final total?<br>> * Writing about the experience = of Experience might need some new terms.<br>> * I'd never = under-estimate the value of "turning up with sharpened = pencil". It's not particularly glamorous or innovative, the = commitment to playing regularly (and the community, confidence, and = skills that naturally flow on from that) was one of the unalloyed good = things I remember about the Guild. Gaming on these time-scales is = a big investment in the era of the MMOPRG, Angry Avians, and their = offspring, <br>><br>><br>><br>> ben<br>><br>> On = Fri, Feb 15, 2013 at 4:11 PM, Stephen Martin <<a = href=3D"mailto:stephenm@aklnz.net">stephenm@aklnz.net</a>> = wrote:<br>>><br>>> It has been observed that there is some = variation in how and how much experience is awarded by<br>>> = different GMs.<br>>><br>>> The current experience awards are = 0-1500 per night for preparation, contribution and<br>>> = roleplaying, and another 0-1500 per night based on the level of the = adventure.<br>>><br>>> On this basis, assuming you are = prepared and attend every night, an 11 night adventure = should<br>>> see you walk away with 11,000 - 15,000 (depending on = GM opinion) plus (0 / 3300 / 6600 / 9900<br>>> / etc.) for = level.<br>>><br>>> I've heard comment from GMs using this = that they feel stingy for not giving out enough = xp.<br>>><br>>> <a = href=3D"http://www.dragonquest.org.nz/dqwiki/index.php/Experience">http:/= /www.dragonquest.org.nz/dqwiki/index.php/Experience</a><br>>><br>&g= t;><br>>> I would appreciate GM and player = opinions:<br>>><br>>> Is the amount of xp from the current = system fine / too much / too little?<br>>><br>>> Is the = structure of the xp awards fine / too simple / too = complicated?<br>>><br>>> Should we be concerned about = consistency between GMs or is that overly = bureaucratic?<br>>><br>>> How and why would you change the = xp awards?<br>>><br>>><br>>> Thanks, = Stephen.<br>>><br>>><br>>> -- to unsubscribe notify = mailto:<a = href=3D"mailto:dq-request@dq.sf.org.nz">dq-request@dq.sf.org.nz</a> = --<br>><br>> <o:p></o:p></p></div></body></html> ------=_NextPart_000_033D_01CE11DE.78F1FDA0-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Experience Awards |
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From | Bernard Hoggins |
Date | Sat, 23 Feb 2013 03:04:14 +0000 (GMT) |
--123458835-1569535357-1361588654=:91371 Content-Type: text/plain; charset=utf-8 Content-Transfer-Encoding: quoted-printable Speaking as a player now, my experience has been that the adventures I've g= otten the least Ep from, I have sat down and number gamed trying to maximis= e how much tougher I can make my character from that EP, making sure every = drop goes somewhere productive and not to fluff.=0AWhile the adventures I'v= e gotten a larger sum on, I'm more relaxed and just take stuff I want even = if not as powerful, because I feel I have freedom to do so.=0A=0A=0AI'm sur= e not everyone goes like this, and a few people will just slam a single spe= ll to 20 as fast as they can and try and use one spell to do everything.=C2= =A0 But it's the only player side insight I can offer.=0A=0A=C2=A0=0Anevyn0= ad@yahoo.co.uk=0A=0A=0A=0A________________________________=0A From: Hamish = Brown <perfect_brown@xtra.co.nz>=0ATo: dq@dq.sf.org.nz =0ASent: Saturday, 2= 3 February 2013 3:57 PM=0ASubject: Re: [dq] Experience Awards=0A =0A=0AI ha= ve been following this thread.=C2=A0 It is interesting what motivates playe= r behaviour and what we think should motivate player behaviour.=0A=C2=A0=0A= I=E2=80=99m with William in that players are often motivated by comparison = with others and that a more helpful orientation is motivation by measuremen= t against one=E2=80=99s self.=C2=A0 One problem is that any kind of special= award encourages both introspection about one=E2=80=99s own actions and co= mparison with what others got.=0A=C2=A0=0APersonally I don=E2=80=99t think = EP award is the way to influence player behaviour =E2=80=93 a good relation= ship coupled with thoughtful feedback is more likely to make someone become= more fun to play with. =0A=C2=A0=0ASo with this in mind give people more E= P and encourage them to spend it on things that make the character more int= eresting rather than tougher.=C2=A0 If they spend it on getting tougher at = a great rate of knots =E2=80=93 make it clearly known that they will get le= ss cool loot on the next adventure.=C2=A0 How do you measure this?=C2=A0 I = don=E2=80=99t know.=C2=A0=C2=A0 And I think its draconian so for this reaso= n you are probably better to just live with it =E2=80=93 and encourage peop= le.=0A=C2=A0=0AHamish =0A --123458835-1569535357-1361588654=:91371 Content-Type: text/html; charset=utf-8 Content-Transfer-Encoding: quoted-printable <html><body><div style=3D"color:#000; background-color:#fff; font-family:ti= mes new roman, new york, times, serif;font-size:12pt"><div><span>Speaking a= s a player now, my experience has been that the adventures I've gotten the = least Ep from, I have sat down and number gamed trying to maximise how much= tougher I can make my character from that EP, making sure every drop goes = somewhere productive and not to fluff.</span></div><div style=3D"color: rgb= (0, 0, 0); font-size: 16px; font-family: serif; background-color: transpare= nt; font-style: normal;"><span>While the adventures I've gotten a larger su= m on, I'm more relaxed and just take stuff I want even if not as powerful, = because I feel I have freedom to do so.<br></span></div><div style=3D"color= : rgb(0, 0, 0); font-size: 16px; font-family: serif; background-color: tran= sparent; font-style: normal;"><br><span></span></div><div style=3D"color: r= gb(0, 0, 0); font-size: 16px; font-family: serif; background-color: transparent; font-style: normal;"><span>I'm sure not everyone goes like th= is, and a few people will just slam a single spell to 20 as fast as they ca= n and try and use one spell to do everything. But it's the only playe= r side insight I can offer.<br></span></div><div> </div><div>nevyn0ad@= yahoo.co.uk<br><br></div> <div style=3D"font-family: times new roman, new = york, times, serif; font-size: 12pt;"> <div style=3D"font-family: times new= roman, new york, times, serif; font-size: 12pt;"> <div dir=3D"ltr"> <font = face=3D"Arial" size=3D"2"> <hr size=3D"1"> <b><span style=3D"font-weight:b= old;">From:</span></b> Hamish Brown <perfect_brown@xtra.co.nz><br> <b= ><span style=3D"font-weight: bold;">To:</span></b> dq@dq.sf.org.nz <br> <b>= <span style=3D"font-weight: bold;">Sent:</span></b> Saturday, 23 February 2= 013 3:57 PM<br> <b><span style=3D"font-weight: bold;">Subject:</span></b> R= e: [dq] Experience Awards<br> </font> </div> <br><div id=3D"yiv2037842672">= <style><!--=0A#yiv2037842672 =0A _filtered #yiv2037842672 {font-family:Cal= ibri;panose-1:2 15 5 2 2 2 4 3 2 4;}=0A _filtered #yiv2037842672 {font-fami= ly:Tahoma;panose-1:2 11 6 4 3 5 4 4 2 4;}=0A#yiv2037842672 =0A#yiv20378426= 72 p.yiv2037842672MsoNormal, #yiv2037842672 li.yiv2037842672MsoNormal, #yiv= 2037842672 div.yiv2037842672MsoNormal=0A=09{margin:0cm;margin-bottom:.0001p= t;font-size:12.0pt;font-family:"Times New Roman", "serif";}=0A#yiv203784267= 2 a:link, #yiv2037842672 span.yiv2037842672MsoHyperlink=0A=09{color:blue;te= xt-decoration:underline;}=0A#yiv2037842672 a:visited, #yiv2037842672 span.y= iv2037842672MsoHyperlinkFollowed=0A=09{color:purple;text-decoration:underli= ne;}=0A#yiv2037842672 span.yiv2037842672EmailStyle17=0A=09{font-family:"Cal= ibri", "sans-serif";color:#1F497D;}=0A#yiv2037842672 .yiv2037842672MsoChpDe= fault=0A=09{font-family:"Calibri", "sans-serif";}=0A _filtered #yiv20378426= 72 {margin:72.0pt 72.0pt 72.0pt 72.0pt;}=0A#yiv2037842672 div.yiv2037842672= WordSection1=0A=09{}=0A--></style><div><div class=3D"yiv2037842672WordSecti= on1"><div class=3D"yiv2037842672MsoNormal"><span style=3D"font-size:11.0pt;= font-family:"Calibri", "sans-serif";color:#1F497D;">I h= ave been following this thread. It is interesting what motivates play= er behaviour and what we think should motivate player behaviour.</span></di= v><div class=3D"yiv2037842672MsoNormal"><span style=3D"font-size:11.0pt;fon= t-family:"Calibri", "sans-serif";color:#1F497D;">  = ;</span></div><div class=3D"yiv2037842672MsoNormal"><span style=3D"font-siz= e:11.0pt;font-family:"Calibri", "sans-serif";color:#1F4= 97D;">I=E2=80=99m with William in that players are often motivated by compa= rison with others and that a more helpful orientation is motivation by meas= urement against one=E2=80=99s self. One problem is that any kind of s= pecial award encourages both introspection about one=E2=80=99s own actions = and comparison with what others got.</span></div><div class=3D"yiv2037842672MsoNormal"><span style=3D"font= -size:11.0pt;font-family:"Calibri", "sans-serif";color:= #1F497D;"> </span></div><div class=3D"yiv2037842672MsoNormal"><span s= tyle=3D"font-size:11.0pt;font-family:"Calibri", "sans-serif&= quot;;color:#1F497D;">Personally I don=E2=80=99t think EP award is the way = to influence player behaviour =E2=80=93 a good relationship coupled with th= oughtful feedback is more likely to make someone become more fun to play wi= th. </span></div><div class=3D"yiv2037842672MsoNormal"><span style=3D"font-= size:11.0pt;font-family:"Calibri", "sans-serif";color:#= 1F497D;"> </span></div><div class=3D"yiv2037842672MsoNormal"><span st= yle=3D"font-size:11.0pt;font-family:"Calibri", "sans-serif&q= uot;;color:#1F497D;">So with this in mind give people more EP and encourage= them to spend it on things that make the character more interesting rather= than tougher. If they spend it on getting tougher at a great rate of knots =E2=80=93 mak= e it clearly known that they will get less cool loot on the next adventure.= How do you measure this? I don=E2=80=99t know. And= I think its draconian so for this reason you are probably better to just l= ive with it =E2=80=93 and encourage people.</span></div><div class=3D"yiv20= 37842672MsoNormal"><span style=3D"font-size:11.0pt;font-family:"Calibr= i", "sans-serif";color:#1F497D;"> </span></div><div cl= ass=3D"yiv2037842672MsoNormal"><span style=3D"font-size:11.0pt;font-family:= "Calibri", "sans-serif";color:#1F497D;">Hamish </span><= /div></div></div></div><br> </div> </div> </div></body></html> --123458835-1569535357-1361588654=:91371-- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Games for new players from BattleCry |
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From | William Dymock-Johnson |
Date | Sat, 23 Feb 2013 20:39:47 +1300 |
So, any idea on how many games for new players will be needed this session. William -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Games for new players from BattleCry |
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From | Keith Smith |
Date | Sat, 23 Feb 2013 21:42:47 +1300 |
On 23/02/2013 8:39 p.m., William Dymock-Johnson wrote: > So, any idea on how many games for new players will be needed this session. > > Could always do one if need be Keith -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |