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General Tabletop Discussion
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How often do you use the Inspiration rules?
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<blockquote data-quote="the Jester" data-source="post: 7566021" data-attributes="member: 1210"><p>Inspiration gets used literally every session in my game- either awarded or spent. </p><p></p><p>The easiest way to get inspiration in my campaign is to roleplay your character in a way that is true to it while also being bad for you or the group. For example, if your pc is compulsively honest and you blurt out the truth when it screws up your goals, such as confessing that the party burned down the tavern to the city watch, you are almost certainly getting inspiration awarded. I care less about what the ideal, bond, and flaw written on your sheet are and more about how consistent your roleplaying is. </p><p></p><p>I also give inspiration to players who lubricate the game, i.e. make it easier for play to happen. For instance, if one player has a ride issue and someone else makes sure they make it to the game, I might award inspiration to the person who steps up to help out, especially if it's not convenient to pick up the guy with the ride issue. Or if we need pens for the battlemat and someone picks them up for me, that's lubricating the game. </p><p></p><p>Another thing I award inspiration for is props. If a player provides his or her own mini, or brings some kind of other prop for the game, I will probably give inspiration for it. </p><p></p><p>There are also certain other things I do that interact with inspiration. Several magic items let you spend inspiration for something other than advantage; my stronghold rules (not the same as Matt Colville's, ftr) include "If you sleep the night in your stronghold, you gain inspiration when you wake up"; etc.</p></blockquote><p></p>
[QUOTE="the Jester, post: 7566021, member: 1210"] Inspiration gets used literally every session in my game- either awarded or spent. The easiest way to get inspiration in my campaign is to roleplay your character in a way that is true to it while also being bad for you or the group. For example, if your pc is compulsively honest and you blurt out the truth when it screws up your goals, such as confessing that the party burned down the tavern to the city watch, you are almost certainly getting inspiration awarded. I care less about what the ideal, bond, and flaw written on your sheet are and more about how consistent your roleplaying is. I also give inspiration to players who lubricate the game, i.e. make it easier for play to happen. For instance, if one player has a ride issue and someone else makes sure they make it to the game, I might award inspiration to the person who steps up to help out, especially if it's not convenient to pick up the guy with the ride issue. Or if we need pens for the battlemat and someone picks them up for me, that's lubricating the game. Another thing I award inspiration for is props. If a player provides his or her own mini, or brings some kind of other prop for the game, I will probably give inspiration for it. There are also certain other things I do that interact with inspiration. Several magic items let you spend inspiration for something other than advantage; my stronghold rules (not the same as Matt Colville's, ftr) include "If you sleep the night in your stronghold, you gain inspiration when you wake up"; etc. [/QUOTE]
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How often do you use the Inspiration rules?
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