Argyle King
Legend
Sould rp be the only thing someone advances from? No, not the only thing, but I do enjoy games in which character points are awarded for roleplay or in which new advantages are gained from an in game event.
Let's say my character helps rescue the local merchants daughter. The GM then determines that I gain the Contact advantage and now have the merchant as a reliable contact from who I can buy goods at a discount or who may have local gossip from time to time to help me out.
Getting back to points... I think being rewarded should be a combination of good play as well as good roleplay. Good play would consist of the normal things we think of when gaming and advancing through missions and objects of the game. Roleplay would consist of playing the character; I think playing in a manner which is consistant with your established character should come with rewards as well.
Example
I remember one campaign in which a fellow player's motivation for his character was to rescue the wife of his character. It's was his character's sole reason for being involved with the rest of the party. The party ventures to the area where his wife is being held. We had arrived with just enough time to save her from being sacrificed along with some other people from a local village.
The party engages the enemy... all except for the guy who was 'trying to save his wife.' Instead, he runs into a nearby building and proceeds to loot the gathered belongings of the people who had been captured. After the battle; his wife now dead due very largely in part because he ignored the opportunity to save her, he complains to the GM that there wasn't enough treasure among the miscellaneous belongings of the people who had been sacrificed.
In character, one of the other characters mentions being sorry that we couldn't save his family. The response? "...we need to go somewhere else with better treasure."
Don't get me wrong, I have a pretty good sense of humor, so I would have laughed and could have understood if he were playing some sort of satirical character who didn't really care about his wife, and just wanted an excuse to adventure for loot. However, in this case, it was played straight and seriously. He needed to find his wife. Unfortunately for his wife, saving her life was ignored in favor of the possibility of getting to some loot before the rest of the party could.
I personally feel that it would have been better from a reward perspective (and considering what I would reward someone points for) had the party fought and had to retreat, but, in the process, managed to save the character's wife; running away and not killing the enemy, but succeeding in the fluff reason for going on the adventure.
Let's say my character helps rescue the local merchants daughter. The GM then determines that I gain the Contact advantage and now have the merchant as a reliable contact from who I can buy goods at a discount or who may have local gossip from time to time to help me out.
Getting back to points... I think being rewarded should be a combination of good play as well as good roleplay. Good play would consist of the normal things we think of when gaming and advancing through missions and objects of the game. Roleplay would consist of playing the character; I think playing in a manner which is consistant with your established character should come with rewards as well.
Example
I remember one campaign in which a fellow player's motivation for his character was to rescue the wife of his character. It's was his character's sole reason for being involved with the rest of the party. The party ventures to the area where his wife is being held. We had arrived with just enough time to save her from being sacrificed along with some other people from a local village.
The party engages the enemy... all except for the guy who was 'trying to save his wife.' Instead, he runs into a nearby building and proceeds to loot the gathered belongings of the people who had been captured. After the battle; his wife now dead due very largely in part because he ignored the opportunity to save her, he complains to the GM that there wasn't enough treasure among the miscellaneous belongings of the people who had been sacrificed.
In character, one of the other characters mentions being sorry that we couldn't save his family. The response? "...we need to go somewhere else with better treasure."
Don't get me wrong, I have a pretty good sense of humor, so I would have laughed and could have understood if he were playing some sort of satirical character who didn't really care about his wife, and just wanted an excuse to adventure for loot. However, in this case, it was played straight and seriously. He needed to find his wife. Unfortunately for his wife, saving her life was ignored in favor of the possibility of getting to some loot before the rest of the party could.
I personally feel that it would have been better from a reward perspective (and considering what I would reward someone points for) had the party fought and had to retreat, but, in the process, managed to save the character's wife; running away and not killing the enemy, but succeeding in the fluff reason for going on the adventure.