We talked about reward system, about behaviorism, Vygotsky (social learning) and Skinner (motivation through tangible rewards), how we can use positive reinforcement to steer players into new behaviors while ignoring negative behavior, and if we want to neglect one behavior we need to replace it with something else.
We also talked about the fish tank from a scenario writing perspective, how branching in adventures can be done through the GM making up possible ways or the GM just giving goals to the players and leave it up to them to find their own ways.
We stumbled upon horror and how uncertainty or stakes can make the players scared or at least feeling unease, and the difference between surreal and horror by making weird descriptions is that surreal more explores the weird while horror creates expectations of what to come(?).
Summary by Rickard (Oct 19 2016)