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Basic 5e Inspiration mechanic

Started by Omega, July 08, 2014, 08:41:51 PM

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Omega

Quote from: Exploderwizard;766436I believe that if the adventures themselves are sufficiently dangerous, the party will collaborate in the interests of survival.

What better carrot could there be beyond living to see the next day. :)

Part of me wants to say... "You REALLY havent gamed with many groups have you?"

Inspiration is just a flowery way of going about the various methods to coax players out of their shells and actually enguage in the role-play. That goes way way back to Dragon articles discussing techniques to coax. EXP reward is the easiest.

Inspiration has the potential to be really viable for that since it not only rewards the player a little edge. It gives incentive to the players to reward eachother with the equivalent of a pep-talk.

Its like everyone is a level 0 bard.

Personally I prefer rewards in game like gifting a fellow member some item or first pick of loot, etc.

But I can live with pep talks.

"Og beat gnome with rock."
"Really? I'll keep that in mind..."

Later attacked by goblins...
"Damn these little jerks are annoying! What did Og say about rocks? Oh yeah!"

mcbobbo

Quote from: CRKrueger;766597Let's try this, McBobbo.  At this point I'm not really sure what you're arguing, it appears to be my use of metaphor? So I'll just be clear.

Do you think Inspiration can train someone to roleplay?
I do not.

Do you think the purpose of Inspiration is to serve as a Roleplaying training tool?  I think the purpose of Inspiration is to give the Fate/DW crowd something.

I believe that Inspiration is a positive behavioral motivator (carrot).

If you give the carrot to reinforce the behavior you want to see it will encourage that behavior to occur again.

Absent any other input this is all that will happen.

So yes, it can train people to roleplay.  When you observe good roleplaying behavior you reward it.

I can't comment on the purpose.  I just don't know.
"It is the mark of an [intelligent] mind to be able to entertain a thought without accepting it."

jadrax

At the very least it may incentivise people to at least try role playing.

Bill

Quote from: mcbobbo;766656I believe that Inspiration is a positive behavioral motivator (carrot).

If you give the carrot to reinforce the behavior you want to see it will encourage that behavior to occur again.

Absent any other input this is all that will happen.

So yes, it can train people to roleplay.  When you observe good roleplaying behavior you reward it.

I can't comment on the purpose.  I just don't know.

I react negatively as a player to gm rewards like bennies, inspiration points, etc...when doled out for 'good roleplay'

So for me anyway, it is definitely not a positive thing.

I roleplay just fine without carrots.

Beagle

I think the "no stockpiling" thing is a bit ambivalent. On the one hand, this creates a good motivation for the players to use their inspiration points frequently instead of saving them infinetly. On the other hand, this effectively punishes the players who should gather more points due to more pro-active play. A better way would be to reset the inspiration points at the end of each session and to translate unspent points into XP.

tenbones

Ooooo new term: "incentivists"

jadrax

Quote from: Beagle;766669A better way would be to reset the inspiration points at the end of each session and to translate unspent points into XP.

The problem with that is you would never use them for re-rolls.

If you want to reward players with exp for role-play, its probably simpler for the GM to just do that.

crkrueger

Quote from: Beagle;766669I think the "no stockpiling" thing is a bit ambivalent. On the one hand, this creates a good motivation for the players to use their inspiration points frequently instead of saving them infinetly. On the other hand, this effectively punishes the players who should gather more points due to more pro-active play. A better way would be to reset the inspiration points at the end of each session and to translate unspent points into XP.

If the players who rack up Inspiration keep handing them out, they can always get more.
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery\'s thumb does indeed do megadamage. - Spinachcat

Isuldur is a badass because he stopped Sauron with a broken sword, but Iluvatar is the badass because he stopped Sauron with a hobbit. -Malleus Arianorum

"Tangency Edition" D&D would have no classes or races, but 17 genders to choose from. -TristramEvans

jadrax

Quote from: tenbones;766680Ooooo new term: "incentivists"

Well if there is one thing RPGs need, it's more fucking jargon. ;o)

Marleycat

Quote from: CRKrueger;766686If the players who rack up Inspiration keep handing them out, they can always get more.

Yep. And then others may join in. Almost like a way of showing this is how this table prefers to play and these are what we consider good roleplay.
Don\'t mess with cats we kill wizards in one blow.;)

mcbobbo

Quote from: Bill;766663I react negatively as a player to gm rewards like bennies, inspiration points, etc...when doled out for 'good roleplay'

So for me anyway, it is definitely not a positive thing.

I roleplay just fine without carrots.

Your negative emotions are a different stimulus (or rather a learned response from your past) that could be held separate from the Inspiration.

Aside from what your preferences mandate,  Inspiration should not make you roleplay less.  Not by itself.
"It is the mark of an [intelligent] mind to be able to entertain a thought without accepting it."

mcbobbo

Quote from: Beagle;766669I think the "no stockpiling" thing is a bit ambivalent. On the one hand, this creates a good motivation for the players to use their inspiration points frequently instead of saving them infinetly. On the other hand, this effectively punishes the players who should gather more points due to more pro-active play. A better way would be to reset the inspiration points at the end of each session and to translate unspent points into XP.

Don't forget though that XP is pretty tightly curved, especially at the lower levels.
"It is the mark of an [intelligent] mind to be able to entertain a thought without accepting it."

mcbobbo

Quote from: tenbones;766680Ooooo new term: "incentivists"

Remember that scene from tye Matrix where Morpheus offers Neo his choice of pill.  I'll do that here, but wrap it in a spoiler tag.  Don't open it unless you accept the possibility that you can't unlearn that...

Spoiler

A huge portion of game theory, particularly in the modern world, is a mind job.

Critical hits, or 'always hits on a 20' are designed to make the game more addictive by doling out little doses of dopamine that are beyond anyone's control.

System mastery is a mind job too.

And don't get me STARTED on MMOs.


Incentives are pretty mild.
"It is the mark of an [intelligent] mind to be able to entertain a thought without accepting it."

SaintAndSinner

Quote from: CRKrueger;766597I think the purpose of Inspiration is to give the Fate/DW crowd something.

There are a lot of similarities to Fate but you're way off on Dungeon World.  It has nothing like this mechanic at all.  The mechanics in DW directly go to the action.  Its very immersive that way.
Warning, Warning - The above text contains opinions. If these cause consternation, stress, mild headaches, hair loss, or poor performance, you should immediately log off the web, go outside, and get some fresh air. Not intended for use by small children. :)

crkrueger

Quote from: Marleycat;766695Yep. And then others may join in. Almost like a way of showing this is how this table prefers to play and these are what we consider good roleplay.

Funny how for 37 years of gaming, I managed to do that by...roleplaying. :D
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery\'s thumb does indeed do megadamage. - Spinachcat

Isuldur is a badass because he stopped Sauron with a broken sword, but Iluvatar is the badass because he stopped Sauron with a hobbit. -Malleus Arianorum

"Tangency Edition" D&D would have no classes or races, but 17 genders to choose from. -TristramEvans