but i think thats just bc im so fascinated with the concept of compersion and love it so much but i cant REALLY force a simulation of that so im probably thinking about it too hard...
but making items worth a specific amount of points means limiting the pool of available things to play with people would have to operate within the preset parameters of items rather than come up with their own
And that doesn't just cover ICly essential things, but things that people form RP ideas around, like opening up a business or buying a house/living in a certain place, whatever
the items are all themed for "content" generation and are all status effect things or regains or alternate forms or magical costumes or fancy kink gear or whatever the heck else
but i wanna try and incentivize the pursuit of cr more somehow if not in this way, cos it was brought up that in other games polyamory & ethical nonmonogamy have been explorable but not really taken advantage of within the settings
yeah, i mean for sure! i think other games have too, though, i know at least aef had mechanics for multiple connections and i thiiiink an example from last time was prisma but dont quote me on that idr the plurk well and idk much about prisma
I gotta pack up and go home but there's something tangibly different between opening a space for that kind of exploration and... making something transactional out of it
the complaint voiced last time was about people remaining in monogamous setups despite the setting encouraging nonmonogamy, and i like to try and reward stuff rather than discourage stuff, so im like. how CAN i make it incentivized in any way
like i said i don't even USE points myself so this is so... out of my element I'm just easily entertained and find most things interesting, incentivising stuff is harder than i thought it would be
honestly i think gacha rewards or like, "gain x thing from home" (like your cat, or a change of clothes, or something) is your best bet if you want it to be meaningful but not critical to game function
i didnt really feel people had a NEED to cheat bc the items were all like. sure, you could get a cool weapon like in Balance, but they werent Necessary, you had other weapons available
I was still thinking about this last night/this morning and I got to remembering Awash, which had a system where characters were sorted into different color groups
And there were missions that would require working together with someone of the same or different colors, and doing those missions got us to explore different CR and deepen CR with characters of different colors that we could rely on or clicked with our RP style
Like, okay, take one of those color-related memes like "white flowers will have a happy effect, blue flowers will have a sad effect, red flowers a feisty effect" and then turn it to the color mix rather than the color of the topleveler's individual character
Prismatica's system was based a bit more on the individual acts of intimacy; the more "bases" you ran, essentially, the more IC money you made. Handholding didn't net you as much as, say, marathon sex
Going on less physical dates, but lots of them; engaging in casual hookups without feelings involved; being very intensely physical with a single person, etc.
So I think Prisma's setting itself encouraged casual intimacy among many characters, and then players would find favorite ships out of that. Some would be poly, some would have open relationships, and some would be more traditionally monogamous
Noctium is largely similar, but there are empathic bonds at play and the IC ca$h money rewards increase based on how deeply the CR has bonded, how well they know each other, how in sync they might be
It's too early to tell yet how that might play out re: encouraging poly dynamics or not, but my personal sense is that it might more enable that, just because relationship-building is as key as sexy sex
people would have to operate within the preset parameters of items rather than come up with their own
Example: 10 points nets you a small Perk, like a free Toasty Treat Donut
decisions are hard
I'm just easily entertained and find most things interesting, incentivising stuff is harder than i thought it would be
understandable
maybe not... immediately, but i'm gonna keep these in mind
maybe if not missions, something with EVENTS can be do...