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DMG 2: Achievements like Xbox-Live in D&D
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<blockquote data-quote="Pale Jackal" data-source="post: 4935952" data-attributes="member: 58878"><p>Not a big fan of "Achievements" in video games, but a lot of people do like them.</p><p></p><p><strong>Discovered a Lost Religion</strong></p><p>I kind of dig this achievement. Maybe because, if the players know about what they can achieve, they'll go out of their way for something like this. It allows history/backstory see the light of day, even if it's not strictly plot relevant. It's kind of like Goals or Beliefs or what-have-you, but DM-created. However, it's <em>up to the players</em> whether or not they want to explore that tangent. I realize that this can already be accomplished by the DM introducing a plot hook, but it's simultaneously subtler (you don't need to interrupt the flow of the game to introduce relevant information) and more obvious (duh.) It also gives the PCs more control over when they want to initiate exploring the plot hook, especially since a minor plot hook might be ignored early on, and become interesting to the PCs later... but the PCs might have forgotten, and you might not know they'd be interested now.</p><p></p><p>Somewhat interesting, not sure if I'd actually use it, though.</p><p></p><p>As for rewards? I know one player has joked about wanting the Level 6 Cleric Utility: Holy Lantern. I could see tying permanent rewards to a significant achievement if you wanted to add a significant incentive. Maybe something like the aforementioned Holy Lantern, or other Powers which increase options but not necessarily power. (Increasing options is going to increase power, but hopefully in an insignificant fashion.)</p></blockquote><p></p>
[QUOTE="Pale Jackal, post: 4935952, member: 58878"] Not a big fan of "Achievements" in video games, but a lot of people do like them. [B]Discovered a Lost Religion[/B] I kind of dig this achievement. Maybe because, if the players know about what they can achieve, they'll go out of their way for something like this. It allows history/backstory see the light of day, even if it's not strictly plot relevant. It's kind of like Goals or Beliefs or what-have-you, but DM-created. However, it's [I]up to the players[/I] whether or not they want to explore that tangent. I realize that this can already be accomplished by the DM introducing a plot hook, but it's simultaneously subtler (you don't need to interrupt the flow of the game to introduce relevant information) and more obvious (duh.) It also gives the PCs more control over when they want to initiate exploring the plot hook, especially since a minor plot hook might be ignored early on, and become interesting to the PCs later... but the PCs might have forgotten, and you might not know they'd be interested now. Somewhat interesting, not sure if I'd actually use it, though. As for rewards? I know one player has joked about wanting the Level 6 Cleric Utility: Holy Lantern. I could see tying permanent rewards to a significant achievement if you wanted to add a significant incentive. Maybe something like the aforementioned Holy Lantern, or other Powers which increase options but not necessarily power. (Increasing options is going to increase power, but hopefully in an insignificant fashion.) [/QUOTE]
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DMG 2: Achievements like Xbox-Live in D&D
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