Reflections on punishment and reward.

Post/Author/DateTimePost
#1

grendel111111

Jun 03, 2015 0:30:12
 
#2

Imaculata

Jun 03, 2015 3:40:02

I reward my players in a lot of ways:

 

Experience

Players earn just as much exp for enemies they defeat, as for enemy encounters they overcome by none violent means. If they make the enemies surrender, flee, or use diplomacy, they will still get full exp. This encourages players to be creative, because they know they'll be rewarded. I also give bonus roleplaying exp to the whole party. So if one player does something cool, the whole party is rewarded. No one ever gets left behind. I also make sure that everyone always gets party exp. I don't like players being left behind. Everyone is always at the exact same exp.

 

Goods

Players can find  trade goods. rare spices, food, metals. They can then trade these at any port. I have huge lists of all the types of tropical fruit and all the rare metals in my setting, and what each is worth.

 

Exploration

There's a strong element of exploration in my current campaign, which allows players to discover special locations and loot. Islands and oceans can be explored, and there's even underwater exploration.

 

Weapons, upgrades and equipment

As the players visit new cultures, they can buy new things. There are dozens of culture specific weapons, along with ship upgrades, and even new vessels. Players can even buy a diving bell or bathisphere!

 

Exotic encounters

Random exotic encounters can reward the players with extraordinary finds.

 

Mining

The players can hire mining crew to mine rare metals, which can then be used to forge new weapons and armor. This is also one way in which they can find rare gems.

 

Skill tomes

Players can find books as loot, which award 1d4 skillpoints on a succesful int check. For example, a book on magic will improve their knowledge arcana. But they can also find books on royalty and etiquette, military strategies, and piracy.

 

Piracy

Players can plunder any vessels they meet at sea, which sometimes require them to do battle. Intimidation can be used to get some vessels to surrender, after which the spoils are for the players.

 

Sea monsters

Sea monsters roam the seas randomly, and I keep track of their positions. The players can hunt them, and then sell their remains for gold. Parts of mythical creatures can also be used to craft magical items.

 

Basebuilding

Players can spend their well earned cash on creating their very own base, which is a reward by itself.

#3

Noon

Jun 03, 2015 3:49:14

When you compare it to a boardgame which heads towards and concludes all penalties/gains with a win or loss, you start to realise RPG's, lacking any formal mechanic that heads towards anything, end up a snarled gordian knot of penalties/gains that really go nowhere.

#4

BoldItalic

Jun 03, 2015 4:33:21

What constitutes a punishment or a reqward is not just different for different players but it's different at different times.

 

We might try to balance things so that players get equal shares of being in the spotlight, but whilst being in the spotlight is a reward for extraverts, it may be uncomfortable for introverts.

 

The first combat of the day may be fun, but the 19th combat in a day of combat grinding is unlikely to be fun at all.

 

I guess I'm agreeing with the OP and saying that you have to be careful what you reward.

(Reply to #4)

grendel111111

BoldItalic wrote:
(Reply to #2)

grendel111111

Imaculata wrote:
#7

bawylie

Jun 03, 2015 8:55:39

The words you're looking for are "incentive" and "disincentive." And as verbs, Incentivize and Disincentivize. 

 

I know, that when someone calls me out without addressing me personally, Grendel, that they're not interested in a discussion or free exchange of ideas; they're looking for cover from which to launch criticism without reprisal. They're looking for mates to agree and validate their preferences. 

 

(We saw this chickenpoop with the ridiculous Playstyle wars, the redonkulous Agenda Wars, and the stupider than anything I've ever seen in my life Edition Wars).

 

You do not need a group to validate your preferences. Nor do you need backup to dislike mine. Preferences never require justification. 

---------

Now I'll turn to "metal," as that's what's been called out as an undesirable direction for you. 

 

Mad Max is metal. Every minute of the latest movie. But that's not the full understanding of it. 

 

Know what else is metal? The King Beyond the Wall opting to be burned at the stake rather than bend the knee. John Snow turning down an offer to become Jon Stark and claim Winterfell in honor of his oath to the Knight's Watch. 

 

Know what else? Bilbo, taking the bravest step in his life toward the dragon, despite his crushing fear. 

 

A player who shows up to my game despite crippling social anxiety. 

 

A Metal game isn't always the heavy metal of Mad Max. It's the hardness inside of a character, or a player, the steel core that's incorruptible; the rigid spine that stands back up even if it's just to die on your feet. 

 

If that's a quality you don't have, if there's another direction you want to take, then take it - and keep going. 

(Reply to #3)

grendel111111

Noon wrote:
(Reply to #7)

grendel111111

bawylie wrote:
#10

bawylie

Jun 03, 2015 9:30:16

"Punishment and reward on the other hand are very much in the domain of the recipient and how they perceive the experience. This isn't about play styles vs each other. It is looking at what behaviours can both enhance the experience you are going for and which can sabotage the very things you are trying to achieve with out you realising it."

 

Punishment and and reward are intentional as well. If you're talking about positive and negative consequences that are unintended and unanticipated, you're talking about Externalities. 

 
#11

Mechatarrasque

Jun 03, 2015 10:47:42

I have mixed feelings on this.  On one hand, I think players (and through them PC's) have a lot of agency, and, while I won't claim this is universal, I have noticed that over the years (and editions), there has been a greater desire by players to be more involved in shaping the campaigns and the campaign worlds.

 

On the other hand, I think it is one of the DM's most important duties to make sure players aren't neglected, and part of that is making sure that the group has opportunities to be rewarded for doing things other than slog through combat.

#12

edwin_su

Jun 03, 2015 12:08:22

Mechatarrasque wrote:
#13

Shasarak

Jun 03, 2015 13:54:14

grendel111111 wrote:
(Reply to #10)

grendel111111

bawylie wrote:
#15

Noon

Jun 03, 2015 21:25:39

grendel111111 wrote:
(Reply to #12)

grendel111111

edwin_su wrote:
(Reply to #15)

grendel111111

Noon wrote:
#18

Imaculata

Jun 04, 2015 4:08:08

grendel111111 wrote: