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livehack:model_of_play

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livehack:model_of_play [2013/08/19 16:18] – [Rigor] Mike Holmeslivehack:model_of_play [2013/08/19 16:21] (current) Mike Holmes
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 Given that we want to encourage creativity, do not punish the players for it ever. If the players come up with some method of proceeding that makes things seem "too easy" then they're playing correctly, and should be commensurately rewarded by the system. If the players find that such a strategy becomes degenerate, making the game too simple, then it's up to them to request that the GM change the game model in some way to make it more difficult. The GM has no responsibility to try to increase or decrease the challenge in LiveHack. The GM's role is simply to add content where needed, and to act as a complex command parser.  Given that we want to encourage creativity, do not punish the players for it ever. If the players come up with some method of proceeding that makes things seem "too easy" then they're playing correctly, and should be commensurately rewarded by the system. If the players find that such a strategy becomes degenerate, making the game too simple, then it's up to them to request that the GM change the game model in some way to make it more difficult. The GM has no responsibility to try to increase or decrease the challenge in LiveHack. The GM's role is simply to add content where needed, and to act as a complex command parser. 
  
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 +If this sounds interesting proceed on to [[LiveHack:Adventurer Construction]].
livehack/model_of_play.1376954333.txt.gz · Last modified: 2013/08/19 16:18 by Mike Holmes