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RPS: Letting player know, or let them find out?

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X3M
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What do you prefer for your players?

If you have a game that has RPS in it.
Would you like your players to know, or find out during play?

Of course there are games where you have no choice but to tell the players to keep the game going.
But what if you have a choice?

I don't know about games that don't let you know. Most games with RPS, have this explained.

radioactivemouse
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RPS

X3M wrote:
What do you prefer for your players?

If you have a game that has RPS in it.
Would you like your players to know, or find out during play?

Of course there are games where you have no choice but to tell the players to keep the game going.
But what if you have a choice?

I don't know about games that don't let you know. Most games with RPS, have this explained.

I prefer that players know coming in where they stand. But I don't like absolutes...a person that's weaker against their opponent by RPS should still have a chance to win whether by playing a card or by allowing luck to give a player a chance.

X3M
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Confused if I was confusing

Well, I meant that if your game has RPS.

Do you explain the exact works of this RPS to your players? Saying, hey, Rock beats Scissors beats Paper beats Rock.

Or would you simply let them find out by playing the game?
Like, a rock card that gives the player a number against Paper and Scissors. Yet the number against Scissor is higher that against Paper. And a player would be like, hey!, that rock might be good against a scissor.

radioactivemouse
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RPS

X3M wrote:
Well, I meant that if your game has RPS.

Do you explain the exact works of this RPS to your players? Saying, hey, Rock beats Scissors beats Paper beats Rock.

Or would you simply let them find out by playing the game?
Like, a rock card that gives the player a number against Paper and Scissors. Yet the number against Scissor is higher that against Paper. And a player would be like, hey!, that rock might be good against a scissor.

I say less is more. I think certain things need to be explained, but I say let the player figure it out...especially when the mechanics are fairly obvious. The more they "figure it out", the more you'll look brilliant in their eyes.

At least that's my opinion.

X3M
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One of those resilient things.

One of those resilient things.

Well, that is an answer that I am hoping will be true one day.

The problem is that I got this really simple mechanic to apply in the game.
Yet it is so counter intuitive that players immediately start asking how it works.
The explanation in how the mechanic works math like is apparently very complex.
Yet playing the game instead will immediately give the players the feel of RPS. Even if they don't know how I pulled it off.

My answer to them should be???
Just play the game, and you'll find out. The math is very long and boring.

radioactivemouse
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X3M wrote:One of those

X3M wrote:
One of those resilient things.

Well, that is an answer that I am hoping will be true one day.

The problem is that I got this really simple mechanic to apply in the game.
Yet it is so counter intuitive that players immediately start asking how it works.
The explanation in how the mechanic works math like is apparently very complex.
Yet playing the game instead will immediately give the players the feel of RPS. Even if they don't know how I pulled it off.

My answer to them should be???
Just play the game, and you'll find out. The math is very long and boring.

There's nothing wrong with explaining the game and then agreeing when the player mentions RPS. I say don't volunteer the information, especially when the mechanic is plain to see.

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