Friday, June 20, 2008

Rule Book, Private Quests, and Kill Quests

So far Lifecraft has been about me, but I've always planned on doing work to make this easier for other people to pick up and try out on their own life. So I'm just putting together a rule book now.

This brings in a whole new set of issues, for example privacy. The major strength of this game is that I've sent this link to a lot of friends and family - that creates a huge motivation for me to keep going with it and succeed because I don't want to come here and write about failure. When it comes to things people want to change about themselves, some things should be kept private - some of the more important things, in fact. That is, if you have something you'd like to change about yourself but wouldn't want people to know about it - it's probably important and shouldn't be left out of your journey.

The important part about journaling my success and failure is the part where I say I made it or not; the details of the quest aren't as important. As long as I'm journaling enough to draw an honest picture of my progress. There's a real simple solution here - just call it a private maker/breaker and report the important part - success or failure.

This issue is important enough for me to think we should always have at least 1 "private" maker/breaker going - even if there isn't necessarily something private to change yet. But if it's a standard to always have at least one private in your quest log, people won't hesitate to use that and nobody will wonder why it's there or try to figure out what this issue could be that you wouldn't want people to know about. So if all of us use at least one it will act as a cover for anyone wanting to use it on something that really is private.

Another thing I want to mention that the game is obviously leaning towards having a growing number of quests as we level up, to at least 4 and then maybe hold steady at that for a bit. 4 should be able to cover your 4 focuses. It would be best to vary these as much as possible covering as many focuses as you can as well as different types of quests - makers/breakers/kill. That is the kind of thing that may change as I level up and examine my progress - I want to use my own natural progress and motivations as a starting point for this game - so we will see how it goes. This game will work best if it uses natural motivations and just gives them a little more support and encouragement.

What are "kill quests"? I changed the name of on-going projects that I put time in (like organizing the house) and 1-time deals to "kill quests" just to call them something that has to do with quests. This is a grey area for me right now - there are many possibilities of the direction this could go. The thing about projects that need to get done is that there will always be things to do, it's getting in the habit of knocking projects out consistently and in the right order that would be the life-changing upgrade.

I've also been toying with the idea of having a 4th type of quest that is similar to kill quests but a little different - some kind of "weekend quick list" - where there is 3 or 4 things I try to knock out over the weekend each week. I've been doing this kind of thing already anyway, so it's natural to put it in the game. Although I have been doing this, what I haven't done is track it and don't get as much of it done as I'd like and it's not prioritized. Bringing it into the game will help a lot with that - planning these things out makes it where you get the more important things done first and gives you clear goals consequently more motivation to complete them.

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