So I like the idea of in game rewards for achieving conditions but I can see a myriad of coding issues.
VCs for teams seem more the style the game has gone, not individual play. When chatting with Bill and Pete I raised this issue a long time ago. Their broad response, the DS are backstabbing and conniving, so are after their own aims often (the Dark Lord keeps them broadly in check). FP less so.
We’ve been looking at Quests within a game as the way forward for rewards btw but we’re not sure atm. 1) They have to be good enough that you spend the 10 turns chasing down a Quest, without then breaking the game. 2) Would players even bother?
So we’re presently looking at upgrading encounters so that they’re more fun and relevant. So you see a crevice, normally I avoid (don’t want to get eaten!) change to an auto encounter. See CME when it’s launched for how that’s going.
So back to the original, I don’t want to reward players for getting high VCs. It causes disharmony in the game and has a multi-tier structure of rewards etc that starts to become part of the culture. We tested a variant of this in the Vegas FTF event with tier awards that works well in a team game. So for example some players saved their GWCs for the elusive WWizard or similar position which made game start ups a nightmare (10 players with GWCs all wanting the WW, well you can see the problem here, that’s 9 unhappy players, and 9 not playing the game having fun both at the same time).
So scope for discussion. I like micro-rewards, via Quests/Encounters that are tied into a multi encounter system and leave VCs to go the day of the dodo myself. BUT I like innovative ideas that don’t take 2 years of coding as well…