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<blockquote data-quote="Li Shenron" data-source="post: 7581097" data-attributes="member: 1465"><p>I would totally enjoy playing in such a game.</p><p></p><p>The obvious in-game reward would be treasure. Special equipment and magic items immediately useful, money to give more freedom to the players.</p><p></p><p>Stuff like castles, titles or businesses (either granted or bought) are nice ideas. Notice that depending how you handle them, there can be anything from mere cosmetic additions ("You have a castle somewhere in Amn") to such a complication that becomes a burden ("You have a castle somewhere in Amn, and now you have to furnish it, staff it, budget it, maintain it, defend it, and generate revenue to pay taxes for it. But you can use it too!"). Just agree with your players how in-depth they want it to be.</p><p></p><p>One other thing that can be used as reward and I haven't noticed among suggestions is <strong>recipes</strong>. This could be something to use alongside the Wizard's spells scribing, which is the only thing in the game (besides downtime learning tools and languages) which adds to a PC's abilities regardless of XP.</p><p></p><p>Finally, besides rewarding the PCs, we should think in terms of rewarding the players <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> I think the main benefits of slow level advancement include the opportunity to focus on the narrative without worrying about updating your PC with the next best level up picks. So how about encouraging the players to <strong>write down </strong>their narrative achievements? Record your own list of defeated monsters, explored locales, completed quests etc. in a sort of diary, and watch it grow <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7581097, member: 1465"] I would totally enjoy playing in such a game. The obvious in-game reward would be treasure. Special equipment and magic items immediately useful, money to give more freedom to the players. Stuff like castles, titles or businesses (either granted or bought) are nice ideas. Notice that depending how you handle them, there can be anything from mere cosmetic additions ("You have a castle somewhere in Amn") to such a complication that becomes a burden ("You have a castle somewhere in Amn, and now you have to furnish it, staff it, budget it, maintain it, defend it, and generate revenue to pay taxes for it. But you can use it too!"). Just agree with your players how in-depth they want it to be. One other thing that can be used as reward and I haven't noticed among suggestions is [B]recipes[/B]. This could be something to use alongside the Wizard's spells scribing, which is the only thing in the game (besides downtime learning tools and languages) which adds to a PC's abilities regardless of XP. Finally, besides rewarding the PCs, we should think in terms of rewarding the players :) I think the main benefits of slow level advancement include the opportunity to focus on the narrative without worrying about updating your PC with the next best level up picks. So how about encouraging the players to [B]write down [/B]their narrative achievements? Record your own list of defeated monsters, explored locales, completed quests etc. in a sort of diary, and watch it grow :) [/QUOTE]
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