Awhile back I wrote “Treasure Maps & The Unknown: Goals in the Megadungeon“. This post is just a simple streamlining of an idea that was running throughout that essay:
If an RPG rewards you for a specific tactical method, that method will be preferred and sought out. For example, if the game rewards you only for combat, that provides a strong motivation to seek out combat. There will still be some strategic thought employed (as one differentiates between “challenges that can be overcome” and “shit that’s too tough for us”), but the tactical method being rewarded will be strong pre-selected.
If you shift the game’s reward to a strategic goal, on the other hand, then players are free to pursue any tactical method for achieving that goal. As a result, you game will be more flexible and, in my opinion, more interesting.
Actually, as I write this, I realize this principle probably applies beyond RPGs. For example, Chess provides only one reward (winning the game) and it only awards it when a strategic goal has been achieved (achieving checkmate). Imagine if Chess instead rewarded points based on capturing pieces. The entire focus of the game would be narrowed. And what if the game preferentially rewarded capturing pieces with your Rook instead of your Bishop? The focus of the game would become even more limited.
In a similar fashion,victory in Twilight Imperium is achieved when a player reaches 10 victory points. Virtually every reward in the game is a strategic one (which can be achieved using a variety of tactics depending on the circumstances of the game). The exception? One of the strategy cards gives the player picking it 2 victory points. This specific reward for a tactical method (“pick the Imperial Strategy card”) warps the game by “forcing” everyone to pursue that tactical method. The problem was so significant that Fantasy Flight Games completely revised the strategy cards in order to eliminate it in the first expansion pack for the game.