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. In the Forgie concept of games, a game is an instrument that a skilled play group uses to focus its play. We play games, not the other way around. I've written this blog post to show how a skilled play group relates to a good game. I'm not writing for designers, though I do offer some tips for design, but for anybody interested in the phenomenology of play. Collective affective response and skilled play Group RPGs are social games. When I play well, I get a collective affective response. When things are going well, creatively, I can literally see it on the face of everyone playing. We’re all leaning in. (Note that “things going well, cr...