May 28, 2018, 9:15 AM

@bad-at-lurking said in Gamifying Plots:

@misadventure

I'm more of a fan of presenting things as an option and letting people do what they want to do, within reason. Encouraging behavior is a less intrusive tool than demanding it.

It's not always the case, but typically players will focus entirely around whatever they can gain, regardless of how rewarding it is, or in theme.

Staff plots are assumed to have better chances of relevancy to the setting, and better rewards. Players will aim for them as if little else matters.