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theMimic

I just finished reading this blog post from SCM. It is a good introduction to the core game loop concept that I recommend

However, what caught my eyes is the section called "core game loop vs compulsion loop".

SCM highlights that if a game loop motivates the player though the anticipation of a reward, even more if the reward is random, it is also a compulsion loop. Of course, not all compulsion loops are bad, nor they are all gatcha system.

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skeletoncodemachine.com/i/1587

Skeleton Code Machine · What is a core game loop?By Skeleton Code Machine

The reward-oriented mindset is the default one for several of my players. It is even more true with . Players looks forward to get gold and weapons.

This is totally fine but not the only solution. I broaden my options when I tried to make the player anticipate other steps of the game loop. As an example, players can be very happy from tackling a problem and failing in a RP-significant manner.

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*My current solution is to be sure that the players can always have some "rewards" that matter to them (loot, RP moment...) even if they "fail". The reward is guaranteed and the player can focus more on the process rather than on the expected reward.

My players looks more involved in each steps of the core loop, rather than just engaging with it to get something in return.