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<blockquote data-quote="Hriston" data-source="post: 9513861" data-attributes="member: 6787503"><p>Yes, it's nice to see it being stated explicitly.</p><p></p><p></p><p>I award inspiration in my D&D 5.0 games. I think it works best when treated something like a compel in Fate, if you’re familiar with that system. As DM, I make it one of my main jobs to present situations that test/are adverse to the PCs’ personal characteristics, alignments, goals, etc. I try to make it hurt for them to stay true to these things, but when they do, they get inspiration to compensate, so it's a tradeoff. Either you avoid a complication by betraying one of your personal characteristics, or you accept the complication and gain inspiration. My goal as DM is to keep the inspiration flowing by pushing on the PCs' personal characteristics which drives the action forward. </p><p></p><p></p><p>I would avoid telling the players how their characters feel. People act the way they do for all kinds of reasons, and I think it should be up to the players what those reasons are.</p></blockquote><p></p>
[QUOTE="Hriston, post: 9513861, member: 6787503"] Yes, it's nice to see it being stated explicitly. I award inspiration in my D&D 5.0 games. I think it works best when treated something like a compel in Fate, if you’re familiar with that system. As DM, I make it one of my main jobs to present situations that test/are adverse to the PCs’ personal characteristics, alignments, goals, etc. I try to make it hurt for them to stay true to these things, but when they do, they get inspiration to compensate, so it's a tradeoff. Either you avoid a complication by betraying one of your personal characteristics, or you accept the complication and gain inspiration. My goal as DM is to keep the inspiration flowing by pushing on the PCs' personal characteristics which drives the action forward. I would avoid telling the players how their characters feel. People act the way they do for all kinds of reasons, and I think it should be up to the players what those reasons are. [/QUOTE]
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