Just give them the 100k I’m so serious
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Just give them the 100k I’m so serious

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“zero calorie energy drink” “zero calorie protein bar” “zero calorie yogurt” “zero calorie snacks” “zero calorie dinner” fuck you fuck you fuck you fuck you fuck you
to be so astronomically for real. i DO think Your Idol is about Rumi- but specifically in a terribly disingenuous way. Like, it's a lie Jinu is telling himself and struggling to maintain. he wants to believe he is manipulating and playing her so bad. it would be so much easier to have meant none of it. he's performing for himself, and for Gwi-Ma, and for Rumi. but it's not a genuine performance the way that any of HUNTR/X's songs are. also he is SO wearing that damn bracelet
nothing slaps harder than an edible and the entire 5sos discography
Not me pausing Netflix every other second to find my dearest cyan tips ravenette.
Not my cousins being absolutely done with my fangirling when I see luka's back.
Not them leaving the room knowing 'man...she ain't gonna be done today. '
Not me jumping around literally and getting pissed cause I can't see his face in the movie..
Yet.

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That jawline and her overall bitch attitude towards mc (or anyone really-) have enchanted me
CHUCK FUCKING SUCKS
⚠ Warning: season 14 spoilers ⚠
I just finished season 14 last night and I don't think I've ever been THIS angry over any TV show, so I'm going to make it you guys' problem because I am not going to suffer alone on this.
I didn't like him to begin with because he's always been an ass, but now I'm angry enough to kill someone because...
WHAT THE FUCK!
WHAT GIVES THAT DICKHEAD THE RIGHT TO PUT TFW THROUGH ALL THE SHIT THEY HAVE BEEN THROUGH JUST FOR ENTERTAINMENT?
ARGHHHHHHH
He's literally just creating as many problems for them as he can and using them like his little puppets to save the whole fucking world.
BECAUSE HE DOESN'T GIVE A SHIT. IT DOESN'T AFFECT HIM IF EARTH CEASES TO EXIST, SO IT MAKES NO FUCKING DIFFERENCE TO HIM.
Not to mention the literal TEMPER TANTRUM he threw when Dean didn't kill Jack like the cold-blooded killer Chuck wanted him to be and Sam proceeded to shoot him (Chuck).
This concludes my soapbox, sorry, guys.
I think this is a week or two late, but there was some fantastic discussion happening on TTRPG Tumblr earlier this month about incentive systems in rpgs - @thydungeongal, @imsobadatnicknames2, and @cavegirlpoems all have good posts that you should read. I’m here though to talk about incentive systems in games more generally. I’m seeing a lot of confusion in the notes of those posts about why they’re used in the first place (and also because I’m trying to articulate my own thoughts about them! I’m still a baby designer trying to figure out how all this works).
So real quick, let’s all get on the same page. Games are a voluntary limitation of agency, right? While playing the game, participants agree that certain arbitrary actions are off limits, while other actions are desirable. Which actions are off limits and which are desirable then create a certain experience. Go Fish and Texas Hold ‘em play fundamentally differently, and create a different emotional experience in their players, despite literally using the same components. The only difference is which actions are off limits, and which are desirable. We then play those games because the emotional space that play creates is... well fun. The whole point of rules in games is to put players in a specific emotional space.
This same idea can then be applied to more complex or thematic games. For example classic board game Clue loosely simulates the experience of being an old school mystery novel detective. It drip feeds you clues, and because the first player to correctly guess whodunit wins, players are encouraged to make their guess before they’ve mathematically “proven” the solution. Winning at Clue, then, requires some deductive reasoning skills, and when everything’s working it makes you feel like the hero in an Agatha Christie novel. That feeling is the goal of Clue’s design.
Okay, sweet, so we all agree that systems when voluntarily engaged with can create certain emotional states in the player - and those systems can be deliberately designed to invoke specific fantasies (this is what folks mean when they say “game design is real” btw!). Now I want to take a look at incentive systems specifically. So far the games I’ve used as examples all have the same, very simple incentive system: do a specific Thing and you win. Even with such a simple system, you can get a lot of mileage. Again, to win at Clue you have to name the murderer before anyone else. That “before anyone else” bit is key here. It encourages the player to be risky - to try and deduce what the other players know. That way they can make a call before anyone else has the chance to gather enough clues to solve the puzzle through process of elimination. That single incentive system contains most of the game’s fantasy. Change how you win a bit, and the game no longer fulfills its fantasy. If multiple players could win, you would no longer have incentive to make a call before you had literally all the information and therefore no deduction would be necessary.
Now obviously “winning” doesn’t have to be the only incentive, especially as your game gets more complex. Let's take a step out of the tabletop realm for a sec (there are other board games I could use here, but all that’s coming to mind are fucking Nerd Games™ and I want to keep my examples accessible) and take a look at the most recent Legend of Zelda games. Breath of the Wild and Tears of the Kingdom have incentive systems a lot closer to your typical TTRPG than something like Clue does. Sure, there’s the main quest to win the game (kill Matthew Mercer), but that’s really difficult to do at the start. And also like... not really the fun part of those games. The fun part is exploring Hyrule. And whether you realized it or not, the Zelda designers bribed you into engaging with the fun part of their game.
Imagine for a second if Breath of the Wild was missing its Shrines, Korok Seeds and sidequests. Literally the exact same game, same level geometry, same backstory, same enemy placement, just no rewards out in the wild. It would kind of suck yeah? You’d get tired of exploring right away, and just play it like an action game. Even if you added back in the parts of the game most of us consider fun (Shrines, Korok puzzles, actual content to find out in the wild) but withheld the rewards which make Link stronger (loot, Spirit Orbs, Korok seeds, etc), only completionists would bother doing any of that. The rewards are what lured us into the fun part of the game - without the rewards the game would have been less fun. Not only that, but it would have lost its core fantasy. It would have stopped being a game about exploring the wild, and turned into a game about killing an evil pig. All you had to change was the incentive system.
I think you're seeing how this applies to TTRPGs now. The things which make a player character stronger (that is to say, gives them more agency over the gameworld) are the things your players will gun for. A smart designer is going to make sure their incentive system rewards play which guides players to the game’s core fantasy. If your game is about being a badass monster hunter, XP for killing monsters is a fine reward structure. If the game is about making your and your friend’s OCs kiss, then you need a reward structure that incentivizes OC smooching.
Now some of you are protesting “but my friend’s OC and my OC smooch in D&D sometimes! What gives Lucy?” What you’re doing there is called playing pretend (a fantastic pastime, this is not meant as a knock on playing pretend. I do it all the time actually), but you shouldn’t give D&D or its designers credit for that. YOU AND YOUR FRIEND are responsible for that cool story - not WotC. Take credit for the cool shit you and your friends make, don’t give it to some corporation.
Idfk how to end this uhhhh.... Game design is really cool, and it can incentivize real neat stories when properly utilized. If you’re ignoring your game’s designed reward structure, then the cool stories that come out of it are a result of you and your friends being good at telling stories (seriously go give your GM a big ol’ hug if you haven’t already), not the game. If you are the GM and regularly ignore your game’s incentive systems, there are probably other games which better reward the style of play you want. Love yourself more than you love D&D and life is good. Or whatever