@arkandel said in How can we incentivize IC failure?:
What I'd ask though is whether we can - or should - systematize so that even when I don't get to play the Sheriff the impact from 'losing' is mitigated. Is it EXP to reflect learning from the experience? Is it a consolation rank/plot inclusion staff throws my way to keep me moving? An OOC requirement from the new Sheriff's player to find a way to let my PC tag along?
I think aside from trying to affect the culture to embrace failure as a positive to storytelling, a boon to character development, and/or a contribution to the meta of the Mu/game, the system side comes with the caveat of what makes failure incentives fair, does it come down to staff only monitored failure, and who much more work goes to the staff. I only ask the later because to me its a cause of you can lead the horse to water (but you can't make the horse drink).
Ideally, system-wise, in my mind: Failure is noted/tracked and some form of points are denoted. PC can change in for little things like dice rerolls, dice bonuses, XP, leads/info, etc. I'd lean towards automated, some conflict type roll (roll thing vs thing, however one specifies the context), someone loses and they get their karma chit or whatever its called.
The concern/con of this is that if its just baked into the system, what prevents it from being abused; ie Bill & Ted RP playing darts, they roll their dart skill vs each other each round. Piling up karma chits, then go fight Fred and cash in their chits to put the whooping on Fred.
The other potential goods, enforcing winner to give some RP time to loser, giving some shiny to loser, still needs tracking. Still needs coding or back end hand tracking on spread sheet or something too.
For me ideally though, a chit system where the loser can save/use them for different things is idea even with the risk that Bill & Ted can cheat the system (which could probably be monitored and Staff can be like, why are they rolling dart vs each other 20 times?).