All That Glitters Is Not Gold: Guide to Non-Numerical Player Rewards


Advice


Ever notice that after a half dozen levels or so the trilogy of XP, gold, and magic items can get sort of boring? Even if it's handled with real storytelling skill and finesse, players might start sighing when they see how much money they have to haul back to town instead of being overjoyed at their new-found wealth.

In order to spice things up, why not reward PCs with things appropriate to the actions they've taken? This short guide covers three, basic storytelling rewards that don't come out of a book, and that require no number crunching. They might, however, keep players clambering to out do themselves the next time a plot hook comes their way.

Guide to Non-Numerical Player Rewards


Why would anyone be mad about having to take gold back? Are you calculating weight for every coin?


Esper,

The point is that just throwing gold at players is a viable reward, but it isn't very creative. It also doesn't fit every character. After all, the greedy barbarian warlord will surely want it, but what about the pious monk? Or the noble paladin who doesn't quest for gold?

Yes we as players need gold as a practicality for buying magic gear, but it's not a one-size-fits-all reward. It isn't likely to get players really involved in their characters either; it's just putting more numbers on the sheet.


EsperMagic wrote:
Why would anyone be mad about having to take gold back? Are you calculating weight for every coin?

This article is not about the physical weight of the loot, but seriously... 100,000 GP ballparks 2000 lbs. that's a little above hand waving


Dot for later, maybe.

Sovereign Court

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Personally I lie alternatives to standard treasure when the situation warrents it. Titles, land, etc.


Cardz5000 wrote:
EsperMagic wrote:
Why would anyone be mad about having to take gold back? Are you calculating weight for every coin?
This article is not about the physical weight of the loot, but seriously... 100,000 GP ballparks 2000 lbs. that's a little above hand waving

Why are they letting it get to that point? Jewels can be carried around and they would weigh less than gold, and why is all of the loot in gold coins? Some of that loot is more likely to be in the form of magical items. I doubt any villian will have that much loot lying around unless its a dragon, and by that time things known as portable holes exist.


To get back on topic these rewards are nice, but it also depends on your player base. Also using custom magic items can help. I really dont care for gold or magic items other than what I can get from them. I also don't care about land, or having a guild, or any followers. If you give my character a special ability that would make me happy.


To each their own, Wraith. Still, there's no reason to only give players a cookie if you can also offer pie, cake, and ice cream. After all, different players will squee over different things.


One thing to point out Neal (so you can add it in) -- the reward has to matter.

If I as a GM give your character a title as an award, but you are treated no differently by the NPCs then it was a useless reward and pointless exercise.

If I grant land (or followers) then I shouldn't tell you as a PC that you can't do things with that land.

I personally don't mind handing this sort of stuff out, but I always make sure that the follow up in game matches the reward (which sometimes is a hook too -- afterall lords got to lord).


Hear, hear Abraham!

What I really want storytellers to grasp is that everything in your game needs to feel organic. In any game (but particularly pre-generated adventure paths) it gets very easy to feel like you can't really change anything. You're a passenger on this tour bus. With rewards that make your character a part of the game world's society you feel like the actions you've taken matter.

You are the main characters of this story, and should be treated as such. Don't make EVERYTHING in the world about the party, but if the party takes actions don't just give them generic reaction A for doing it in a good way, generic reaction B for doing it in a shady way, and generic action C for doing it in an evil way. If what was supposed to happen didn't, then you need to change the encounters, box text, etc. in order to keep things moving. Sometimes out-of-the-box rewards are a great way to both give your players a shiny, and to keep them close to hand when the next part of the adventure comes calling. After all if you have a castle and a fiefdom then the king's messenger will know where to come find you when it's time to raise your banners.

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