in a tabletop RPG context, what might make players feel like a quest is more like homework or a chore?
Just as in real life, certain elements can make a quest in a tabletop RPG feel more like homework or a chore for players. Here are a few potential causes:
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Lack of Choice or Agency: When players don't have meaningful choices or agency in a quest, it can feel like going through the motions. Players need the ability to make decisions and affect the game world, otherwise it may feel as if they're simply following a predetermined path set by the GM.
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Grinding: Repeatedly having to do the same actions over and over, such as fighting identical monsters or revisiting the same location, can quickly become tiresome. This is often referred to as "grinding."
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No Clear Goals or Progression: If players don't know what they're supposed to do, or if they don't feel like they're making progress toward their goal, a quest can feel tedious.
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Overcomplicated Plot: If the plot is too complex or difficult to understand, it can feel like a lot of effort to keep up with the story. Players may need to spend too much time piecing together what's happening instead of being immersed in the narrative.
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Unbalanced Rewards: If the effort required to complete a quest is not rewarded appropriately, players might feel as though they're wasting their time. Rewards (be they experience points, loot, or story progression) should feel commensurate with the effort and risk involved.
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Lack of Character Involvement: If a quest doesn't involve the characters' backstories, motivations, or interests, it can feel irrelevant or unengaging. This can make the quest feel like a chore, as players may not be invested in the outcome.
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Punishing Difficulty: If a quest is too difficult, with punishing obstacles or enemies, it can become frustrating and feel like a chore, especially if failure doesn't contribute anything meaningful to the story.
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Excessive Bookkeeping: Keeping track of too many minor details, resources, or timers can make gameplay feel like administrative work rather than an adventure. An excessive focus on logistical or administrative aspects can detract from the fun.
Each group of players is different, so these might not be issues for everyone. It's always a good idea to talk with your players to figure out what they enjoy most about the game and what makes them feel less engaged.
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