Indie Game Reading Club

Day 4: What is your favorite perverse behavioral incentive?

Okay, looks like this one’s falling kind of flat (also it’s Sunday and I’m sure the indie hipsters have much more important things to do) so let me explain my thinking behind the question.

It started as a gag on day 3, re behavioral incentives. It’s a continuation on the indie game design thing that, in some schools of design, really drills deep into the economics of play. I think few folks actually know what the term means — yes, it’s an actual economics term — so this may be helpful (from the Goog):

“A perverse incentive is an incentive that has an unintended and undesirable result which is contrary to the interests of the incentive makers. Perverse incentives are a type of negative unintended consequence.”

the Goog

And this, for me, gets back to a point I made yesterday about these designs rooted in economics and/or experiments with economies: if your players aren’t actually incentivized by what you’re trying to pay them, you get squirrelly outcomes.

Here’s an example that has always stuck in my head. Onoes, it’s another Burning Wheel story!

I have a player who loves, loves Burning Wheel. Oh my god, he can’t get enough of it. But his motives for playing never quite lined up with everyone else at the table.

He’s very good at building artha-generating setups with his characters. Super-quick Artha 101 for the non-BW players out there: there are three kinds of currency that give you various I-win type benefits in play (reroll dice, add dice to the pool, double the pool size) and you earn them in various ways (getting yourself in trouble, pursuing Beliefs, finding yourself in conflict between various flagged character values). The cycle is pretty clear, right? You do these things that create good new fictional context and probably get you in trouble now so that you earn Artha to spend on succeeding later.

Okay, so my player. He’s really good at engineering thoughtful and profitable Artha schemes for his character. He’s one of my best. And he doesn’t spend Artha. Not ever. Because he’s not incentivized by success. My best speculation is that he uses Artha as a score-keeper, a validation that he’s correctly executing the game. He has literally no investment at all in his character’s success, and total investment in earning the most Artha.

The Burning Wheel community is uh…enthusiastic, sometimes overly so, about fixing “problems” like this. Get into more scripted conflicts! Offer more catastrophic failure consequences! Of course the community, made up of True Believers, are totally coming at this the wrong way. They have no idea how to even think about the game the way this player does, so they can’t see that all the usual fixes are pointless.

He’s taken the complicate-now-and-succeed-later cycle and turned it into complicate-now-and-Scrooge-McDuck-later, which isn’t a cycle at all. It even impacts other players, who feel the constant economic pressure and, I think, sometimes resent that Scrooge McDuck can just check out of the cycle whenever he feels like it.


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I founded the Indie Game Reading Club in 2010. I've written and developed RPGs since the mid-90s, now I mostly talk about playing them.

19 Comments on “Day 4: What is your favorite perverse behavioral incentive?

  1. It’s going to start September 1, but to get your creative juices flowing, here’s the official Indie Game Reading Club’s list of questions to ponder.
    Obviously this is needed because the #RPGaDAY list is so freighted with assumptions about RPGs that mostly it’s incomprehensible if you’re not in that scene any more.
    1. When were you last deprotagonized? What happened and how did you reassert your agency?
    2. What game created your most elaborate relationship map? How much of it did you actually use?
    3. What’s your favorite behavioral incentive?
    4. What’s your favorite perverse behavioral incentive?
    5. Would you say rolling dice to have sex is hot, dirty, deprotagonizing, or all the above?
    6. How many PbtA games do you own, and which one best captures its most clichéd genre tropes?
    7. When did you last spend more time setting up a situation and talking about the situation after than actually playing in that situation?
    8. What was your most awesome fight online about what does and does not constitute a story-game?
    9. When was the last time an indie game made you feel guilty about your race, gender, or sexual identity? Were you more or less woke after you played it?
    10. When did you most recently refuse to play a trad game because the central facilitation role was granted too much creative authority?
    11. Best unwanted fictional input generated by procedural uncertainty?
    12. Best story about waiting for players in a GMless game to finally get to the point in a scene they’ve called for but obviously had no idea why they wanted it in the first place?
    13. What’s the most you’ve spent on a Kickstarter game relative to the amount of play it received?
    14. What’s the most play-disruptive discovery you’ve made when you insist on playing by the actual printed rules?
    15. When was the last time you unironically used the word “diegetic?”
    16. GMs: abusers, control freaks or both? Best story explaining why this is so.
    17. Do you buy your legal-sized paper by the ream or by the case? Do you ever try to reuse your playbooks or just start fresh every time?
    18. What’s your best story about a precious snowflake character some trad player brought to the table because it was “clever?” How did you call them out?
    19. What kind of shit-fit did you throw the last time someone tried to schedule your convention game in a ballroom like you’re playing fucking Pathfinder or something?
    20. What’s your best story about falling all over yourself trying to rescue a bunch of awesome fiction that just got invalidated after making a fortune-at-the-end roll like some commoner?
    21. What was the last OSR game you tried to play, but quit because you realized there’s literally no mechanical support for a storyline at all?
    22. How many friendships have you terminated because they confessed they kind of like to play Fate games sometimes? It’s okay. Fate players have to hear the truth.
    23. Tell your most scandalous story about getting X-carded.
    24. What was the very saddest thing you wrote on an index card?
    25. Do you like your scene framing hard, harder, or hardest? What’s the very hardest you’ve had your scene framed?
    26. When you interrogate the nature of heroism in your game, do you prefer to directly or indirectly invoke Lacanianism?
    27. What’s the very best playtest-stage game your friends probably haven’t heard of yet? How long ago did you play it and how much better was it than the current version?
    28. What’s the most interesting period of obscure and unrelatable history you’d like to see a game set in? How would you do it?
    29. What indie game tech do you most keenly miss when you play something more mainstream? And then do you denounce the game in person or do you save it for a social media rant?
    30. What is your fondest memory of a game you thought was fun before you knew better?

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  2. Sorry, Paul Beakley I’m trying to make sure I get this, it hurts…
    He doesn’t feel a need to win rolls? He just straight up rolls, no artha added, no matter the odds/stakes.

  3. Paul Beakley Epiphanies are a reward, and I figure he’s looking to tack up rewards.

    But I take it he just wants to rack up as much artha as possible, and then look proudly upon his artha stack. Okey-doke.

  4. It might help to visualize how I represent artha at the table: green, white and silver glass beads (fate, persona, deeds). Tactile and cool and clicky.

    Maybe if I got him one of those Fidget Boxes off Kickstarter that’d soak up whatever twitchiness is feeding into that. Dunno! That’s deep black magic. I’ll just let him continue spooling out terrific new scenes and conflicts.

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