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<blockquote data-quote="Manbearcat" data-source="post: 7038370" data-attributes="member: 6696971"><p>By Rewards, we're talking about Reward Cycles, as in the positive feedback loop that is a staple of indie design, yes? </p><p></p><p>If so, 4e basically has three:</p><p></p><p>1) The Milestone mechanic rewards players for pushing the pace (which synergizes with Encounter-based recharge).</p><p></p><p>2) The Quest system rewards players for advocating for their PCs thematic portfolio.</p><p></p><p>3) XP on both success and failure in Skill Challenges. However, there is some incoherency here as a legit Reward Cycle due to it not being proportionately a big enough carrot vs the story loss incurred. Contrast with Dogs in the Vineyard (where Fallout from conflicts is one of the two means of character growth) and Burning Wheel/Dungeon World (where failure is a primary source of PC growth).</p><p></p><p>Strike! has cool Reward Cycles but the machinery is so different from 4e, that translating it/grafting it isn't remotely worth the trouble imo (Invoking/allowing your Complication to generate a Twist and, in turn, gaining an Action Point - different than 4e - is very Cortex+ or Fate). However, I think basically porting the Dungeon World xp system wholesale would be trivially done. For instance:</p><p></p><p>a) 4e's Quest system is basically the Dungeon World analogue for Bonds and Alignment. Write down a simple statement of ethos such as "eschew a convention of the civilized world." If you fulfill it during the session, mark 1 xp. For 4e, this should be hooked into Theme, Paragon Path, and Epic Destiny. Bonds are just relationship statements. If you resolve one during a session, mark 1 xp. </p><p></p><p>Alternatively, you could keep the Alignment statement and trade out the Bonds for Theme/Paragon Path/Epic Destiny Quests (if intraparty relationships/conflicts aren't meant to be a thing in your game)</p><p></p><p>b) All the PCs mark 1 xp if they lose a conflict (fail to protect a Minionized NPC during combat, failure to stop a Ritual, failure to unite the clans against a barbaric horde, etc). This is the equivalent of rolling 6- and marking xp.</p><p></p><p>c) The DW End of Session could basically port directly over:</p><p></p><p></p><p></p><p>Because treasure is basically a part of PC build in 4e, you could remove that one. Or, you could keep it and it would only apply to Artifacts.</p><p></p><p>If you want to further encourage stunting (beyond always "saying yes" to genre logic, including lots of stuff to interact with/riff off of, and being consistent in your application of the rules), simply include the statement:</p><p></p><p><em>Did you pull off a cool stunt?</em></p><p></p><p>Leveling up would work the same as DW (save for the specifics of character advancement.</p><p></p><p></p><p></p><p>Can easily adjust the "current level+7 from your XP" to generate a different xp pace. Overall, should work well, and the Milestone mechanic is still there to push the pace.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7038370, member: 6696971"] By Rewards, we're talking about Reward Cycles, as in the positive feedback loop that is a staple of indie design, yes? If so, 4e basically has three: 1) The Milestone mechanic rewards players for pushing the pace (which synergizes with Encounter-based recharge). 2) The Quest system rewards players for advocating for their PCs thematic portfolio. 3) XP on both success and failure in Skill Challenges. However, there is some incoherency here as a legit Reward Cycle due to it not being proportionately a big enough carrot vs the story loss incurred. Contrast with Dogs in the Vineyard (where Fallout from conflicts is one of the two means of character growth) and Burning Wheel/Dungeon World (where failure is a primary source of PC growth). Strike! has cool Reward Cycles but the machinery is so different from 4e, that translating it/grafting it isn't remotely worth the trouble imo (Invoking/allowing your Complication to generate a Twist and, in turn, gaining an Action Point - different than 4e - is very Cortex+ or Fate). However, I think basically porting the Dungeon World xp system wholesale would be trivially done. For instance: a) 4e's Quest system is basically the Dungeon World analogue for Bonds and Alignment. Write down a simple statement of ethos such as "eschew a convention of the civilized world." If you fulfill it during the session, mark 1 xp. For 4e, this should be hooked into Theme, Paragon Path, and Epic Destiny. Bonds are just relationship statements. If you resolve one during a session, mark 1 xp. Alternatively, you could keep the Alignment statement and trade out the Bonds for Theme/Paragon Path/Epic Destiny Quests (if intraparty relationships/conflicts aren't meant to be a thing in your game) b) All the PCs mark 1 xp if they lose a conflict (fail to protect a Minionized NPC during combat, failure to stop a Ritual, failure to unite the clans against a barbaric horde, etc). This is the equivalent of rolling 6- and marking xp. c) The DW End of Session could basically port directly over: Because treasure is basically a part of PC build in 4e, you could remove that one. Or, you could keep it and it would only apply to Artifacts. If you want to further encourage stunting (beyond always "saying yes" to genre logic, including lots of stuff to interact with/riff off of, and being consistent in your application of the rules), simply include the statement: [I]Did you pull off a cool stunt?[/I] Leveling up would work the same as DW (save for the specifics of character advancement. Can easily adjust the "current level+7 from your XP" to generate a different xp pace. Overall, should work well, and the Milestone mechanic is still there to push the pace. [/QUOTE]
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