How do we curate the experiences players feel playing TTRPGs? This week, I'll share my own understandings of the relationship between experience and mechanics in TTRPG design.
You don't say this explicitly, but I love how you're not putting the two kinds of triggers in direct opposition to each other. It'd be easy to imagine a set of triggers that feel like a tug of war, sending you back and forth between two situations. Instead they're more complimentary, one pushing forward and to the metaphorical left, the other pushing forward and to the metaphorical right, but always forward.
Thank you! I'm excited to do more and more testing to nail that feeling - I don't want players to feel like shifting their dice is a really negative thing, when you move a dice across from one pool to the other. Instead, its just a change in approach. Their characters are just learning how to get through the night!
You don't say this explicitly, but I love how you're not putting the two kinds of triggers in direct opposition to each other. It'd be easy to imagine a set of triggers that feel like a tug of war, sending you back and forth between two situations. Instead they're more complimentary, one pushing forward and to the metaphorical left, the other pushing forward and to the metaphorical right, but always forward.
Great post at large!
Thank you! I'm excited to do more and more testing to nail that feeling - I don't want players to feel like shifting their dice is a really negative thing, when you move a dice across from one pool to the other. Instead, its just a change in approach. Their characters are just learning how to get through the night!