Finding the fun: reward cycles
Since the Forge has lost some currency in popular RPG discourse, we don’t much talk about its theoretical fruits. In the following blog post, I’ll recover the Forgie notion of "reward cycle", with copious examples, mostly from actual play, disambiguating it from other concepts and showing how it sometimes works in play or goes astray. Finally I'll give a few pieces of advice to designers. But this essay is largely preparatory. It'll pay off in future work on fun, incentive, and the overall role of rules in a game.