A while ago, I wrote a post on the topic of game rewards in an RPG. The post concluded by presenting my 'game design' solution that aims to find the right way to reward gameplay, remains faithful to tradition (experience points per level), and leverages morality that I consider fundamental elements in RPGs.
To be honest, the effort is actually in vain: I read a post that presents a proposal out of the box and re-read my old post. The result is that I've reconsidered it over time and have to admit that there are no universal solutions to the problem. For the sake of completeness, I rephrase the question: how is it possible to create a reward system without it influencing the characters' choices?
The answer is: such a system does not exist. The answer is straightforward and certain for a very simple reason: the characters are managed by players, and players are human beings. Although RPGs are non-competitive games, humans are competitive creatures by nature and will act according to principles that lead their characters to perform actions aimed at receiving rewards and improving their status.
I am realistic, and this consideration can be confirmed by anyone who works in a company: if targets are set, these will be pursued to obtain the reward, even at the cost of making choices that go against the company itself that set these targets (and that provides the rewards!). There is no need to add much except an invitation to think about it and admit that this is how the world works.
For this reason, and I apologize for returning to the subject, I find it important to elevate the theme of ethical choices (i.e. refraining from actions that would harm my company, even if these would grant to a bonus to my person). How should this theme be elevated? The answer in this context is simple: teaching in an RPG how a character's morality is very important for all the choices and consequences it may bring to the character itself! This is why I made my choices within the reward system of VI·VIII·X: to facilitate the achievement of goals for those who act according to their own morality (and I'm not indicating good morality! In my opinion, the important thing is to be consistent with the morality chosen for the character, whether good or bad!) and to slow down those who behave inconsistently.
My last thought does not solve the question of the 'perfect system' of rewards for the simple reason that, whatever element a reward system is based on, this element will become an in-game bias. At this point, since there is no universal solution to the problem, I shift the discussion to a different goal: given that any RPG reward system distorts the RPG itself, what can be done in terms of rewards?
…my answer is above!
You ask, "How is it possible to create a reward system without it influencing the characters' choices?"
But I would counter... "We want to influence the players'/characters' choices!" Right?
Be providing rewards for some actions... and consequences for others... a game's design leads the player to the desired game experience.
In Monopoly you win the game by getting more and more money. So players try to do that.
So I'm confused as to why you would want to design a game that rewards "without influencing character choices."
Forgive me if I'm misunderstanding.