1st level treats for players that won't be too powerful.


Dungeon Magazine General Discussion


My nephew and his friends have expressed an interest in playing D&D, they are into Gamesworkshop games and LOTRs so D&D is something they are excited to play.

There are four of them altogether and they're 16-19 years old, two have played D&D before and already know the 3.5 rules, although the games they played in were hack and slash.

I decided to start them using the Shackled City campaign, Ive already DM'ed it before (for my regular group) and everything went well.

I am trying to get these new players to open up to roleplay and I'm going to give out rewards for writing a backstory, supplying a painted miniature, finding a picture, writing a personality profile etc.

As an insentive to carry out these tasks I want to offer some rewards, that while good to have at 1st level will dissapear over time.

One I've thought of so far is an extra 1d3 hitpoints if they find a picture to represent their character, for a painted miniature I was thinking of maybe an item like a potion or masterwork item?

If anyone has any ideas for simular treats that will dissapear in time and not over power the game feel free to chime in, I would appreciate it. :D


If anyone has any ideas for simular treats that will dissapear in time and not over power the game feel free to chime in, I would appreciate it. :D

one thing my groups and I do is we get a list from the local apothacary in exchange for a few weaker potions usually the 1d4 +1 healing type just thik of bits of monsters to collect some low level some high like ogre mage eyelashes and zombie bones. limit the bones by only wanting Femurs (thigh bones) things lik that it can be both interesting and leave some hooks for you later like why does X/Y want all this stuff from the dead ;)


How about a +1 bonus on a particular skill?

Or even bonus hero points/action points the characters can spend (these give the added bonus of keeping characters alive during those fragile lower levels).

A Masterwork item, or a potion of CLW is also something that while impressive and useful at 1st level will either a) be outshined soon or b) be consumed when needed. (Again survivability is awesome).

Maximum gold for 1st level is also another option, sure the character has a little more stuff to begin with but its still not as impressive as the hoarde of treasure they will eventually attain.

Finally a +2 bonus on a stat with 10 or less (DMs choice), while it is fairly impressive, such a thing is no worse than high point buy or excellent rolls when you think about it, shoring up a weakness rather than further increasing a strength.

Hope this helps.


Try to reflect just what extra work they did with your treats.

He found a picture or a miniature ? Perhaps his character has a childhood friend who is an artist of some fame (or infamy), and could provide his character with a masterwork item.

Providing a good backstory ? Integrate his work into your campaign background, and make it count (difficult to be more precise here).

If you want to guide them towards good roleplaying, reward them with role-playing bonuses, not some technical rule-centered stuff.

Stefan

Dark Archive Bella Sara Charter Superscriber

I've done treats in the past for that type of thing. For the 1st level bonus, I give out a choice of 3 extra hp, +2 skill points, or +1 to a save. I think of the rewards as half a feat (or a full feat I suppose considering that 3 extra hp is toughness). The great thing about these rewards is that they will fade into the background at higher levels, but at lower levels, they increase survivability by a decent margin.

Dark Archive Bella Sara Charter Superscriber

Stebehil wrote:

Try to reflect just what extra work they did with your treats.

He found a picture or a miniature ? Perhaps his character has a childhood friend who is an artist of some fame (or infamy), and could provide his character with a masterwork item.

Providing a good backstory ? Integrate his work into your campaign background, and make it count (difficult to be more precise here).

If you want to guide them towards good roleplaying, reward them with role-playing bonuses, not some technical rule-centered stuff.

Stefan

I couldn't agree more with this (though it can be tough in practice - particularly at first level when the character personality might not be known). A reward that is tied to a character's backstory is worth more than an unconnected mechanical reward. The ability to cast a handful of 0 level spells could represent failed training as a wizard. Ranks in a cross-class skill could represent some prior life experience, etc.


I had a DM once that gave us 500 XP for creating a backstory/personality profile. The beauty of this is that it really feels like a treat to the players, while to the DM it means that you can throw tougher challenges at the PCs sooner...mwahahaha!


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

The reward could also BE the additional piece of backstory - for example, an NPC with a handful of character levels can be a useful contact at low levels, available to provide advice and maybe the occasional lead-in to a mission.

You could also come up with an interesting, obscure item for each of them. For example, one character might receive an antique key that has been passed down in his family for generations (or that he found lying on the road out of town when he was a kid). Another character might be given an small, old, rusty box that is impossible to open, that a mysterious old woman placed in his cradle when he was a baby. Another character might have had a sequence of odd dreams over the years, all of which seem to take place in the same creepy old castle or dungeon. Just come up with a few ideas like this that you can tie into the adventure(s) you have planned for their first few levels. (Maybe the key opens a difficult-to-access room in the dungeon, the box feels warm to the touch when brought within a few inches of secret doors in that dungeon, and the dreams give warning of a specific foe they'll have to defeat.)


you could make anything with charges; they would loose effectiveness over time; ie bracelet of mage armor 4 charges; or any weapon effect; x number of charges; scrolls of low level spells; just about anything that mimics a skill boost or first level spell but only a couple times; a summoning stone that summons; hmm something; players dont need to know; just give them the command word; many dragons have put out suggestions of level one stuff only; you may wish to do a database search and look at these items.


Equipment and gold are good incentives because they're tangible and valuable, but as you level up they're worth relatively less and less so it won't be game-breaking.

Alternatively, use Eberron-style action points, giving an extra point at first level for each of your suggestions they give in to.


For our SCAP campaign we decided to use Action Points. So I used bonus APs as an incentive to write background info.

It worked better for some peoples motivation than others but generally worked well.

Initially I put together a quiz for them.

Character Quiz

After filling that out most did some backgrounds.

Character Backgrounds

Using stuff they'd written and told me I was able to write a short "Session Zero" intro to the campaign.

Session Zero Intro


R-type wrote:

My nephew and his friends have expressed an interest in playing D&D, they are into Gamesworkshop games and LOTRs so D&D is something they are excited to play.

There are four of them altogether and they're 16-19 years old, two have played D&D before and already know the 3.5 rules, although the games they played in were hack and slash.

I decided to start them using the Shackled City campaign, Ive already DM'ed it before (for my regular group) and everything went well.

I am trying to get these new players to open up to roleplay and I'm going to give out rewards for writing a backstory, supplying a painted miniature, finding a picture, writing a personality profile etc.

As an insentive to carry out these tasks I want to offer some rewards, that while good to have at 1st level will dissapear over time.

One I've thought of so far is an extra 1d3 hitpoints if they find a picture to represent their character, for a painted miniature I was thinking of maybe an item like a potion or masterwork item?

If anyone has any ideas for simular treats that will dissapear in time and not over power the game feel free to chime in, I would appreciate it. :D

I think this is a worthy goal (although I can't see how having a painted mini enhances roleplaying). I recommend just asking questions of the players to get to know their characters better and then using the answers to introduce hooks, NPCs, or story arcs designed to feature a PCs' backstory. I find that most players will happily talk about their PCs and when you incorporate elements of their backstory into the game that is often reward enough and the need to actually give away game mechanic incentives in unnecessary.

I generally ask just one question (tell me about your characters family, do they have siblings, parents etc?) via email at end of each session.

The Sword & Sorcery Ravenloft players guide has a great set of such questions.

Cheers
llowellen


Check out these ideas from Roleplaying Tips. I've used the "hunk of troll" before, lots o' fun. :-D


R-type wrote:
I'm going to give out rewards for writing a backstory, supplying a painted miniature, finding a picture, writing a personality profile etc.

I generally don't reward for backstory, other than incorporating that backstory into the game - which is usually enough. However, if I were going to try enticing a new group, I would give them starting xp. I feel the 50 xp per level guideline from the DMG is a good balanced reward for roleplaying. For each thing they accomplish, give them 50 xp. That will get them part of the way to level one, and will have no effects on game balance.

If I were going to give tangible rewards, I would do something like the following:

Miniature
You may have a free masterwork item if it is displayed on your miniature. This can be a family longsword, a set of masterwork thieves' tools, an elven crafted bow, a masterwork armor, or anything else on your miniature. To qualify, your miniature must be painted and the masterwork item must be described in your backstory.

Portrait
You get 50 xp for providing a portrait. This xp (and only this xp) may be used to "create" magic items as if you had the appropriate item creation feat(s). You must pay the gold cost for these items from your starting gold. To qualify, you must explain how you got the items in your backstory. If you do not have the appropriate item creation feat(s) for the items you make, the items must be explained as a gift to your character.

Personality Profile
You may select up to two traits (Unearthed Arcana p. 86) that are described in your personality profile.

Backstory
In addition to providing backstory to explain other benefits, you may pick up to three of the following events to add to your backstory for additional rewards:

Heroic Deed - You start with 1 extra action point at the beginning of the game. To qualify, you must explain some heroic deed (large or small) that your character performed in the past.

Contact - You start the game with a contact. This contact is a level 2 commoner or expert or a level 1 adept, aristocrat or warrior. To qualify, you must describe how you met your contact and your relatinship with them.

Diverse Background - Training you received as a youth allows you to treat one additinoal class as a favored class. To qualify, you must describe the training you underwent for the class you select to treat as a favored class.

Apprentice - An apprenticeship or other training gives you a +1 miscellaneous bonus to one skill (or +2 to a craft or profession skill). To qualify, you must describe the apprenticeship or training you received.

Odd Item - You have acquired one of the following odd items. To qualify, you must describe your acquisition of the item. (A couple came from Lilith's list.)
- Hunk o' Troll - A sealed jar of troll meat. Open and let it regen for instant troll patties! Don't leave the cap off!
- Cool Mug - A mug that keeps whatever is in it magically cold.
- Flint of Fire - Creates a small flame when struck with steel.
- Bowl of Ice - A bowl that's always full of ice. If you take some out, it replenishes itself in an hour.
- Cockatrice Feather - Turns hair to stone. Used for a pleasant shaving experience, as well as for hair-related pranks.
- Extendable Tin Cup - An odd tin cup a foot long and 3 inches in diameter. Extends out to ten feet, remaining hollow on one end.
- Dragon Turtle Soap - Self-lathering soap made from the fat of a dragon turtle.
- Minotaur Yarn - A bright red ball of yarn that never runs out. It cannot support more than a pound of weight without breaking. If cut, the cut end turns to dust a round later.
- Death's Mark - A simple copper coin that turns black when you die.
- Memory Yarn - A piece of yellow yarn you can tie around your finger to remind yout of something. When you untie it, it verbally reminds you.

Doug

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