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<blockquote data-quote="iserith" data-source="post: 6737808" data-attributes="member: 97077"><p>Whenever I consider a house rule or addition to the game, I think about what goal I'm trying to achieve by implementing it and think about any potential "side effects" it may have. What I like about Inspiration is that it rewards the behavior you want to see and does not reward (rather than penalize) the behavior you don't want to see. When confronted with behavior I don't want to see, I just communicate that to the player directly and seek compromise.</p><p></p><p>That said, "going against their established character" isn't a behavior I particularly care about, provided the player is still pursuing the goals of play (doing things that everyone finds fun and creating an exciting, memorable story). In fact, going against established character gets to the heart of character<em> development</em> - it means the character has <em>changed </em>in some way (hopefully) for well-considered reasons that arose during play. I don't think that portraying the same character from 1st to 20th level is any particularly big accomplishment worthy of reward. Showing the struggle and the change as an adventurer goes from plucky dungeon-delver to Big Damn Hero in a believable way is more challenging and more interesting. That is worthy of reward in my view.</p><p></p><p>In short, while your house rule on Inspiration may curb some behaviors you don't want to see, it would definitely feel like a penalty to me (the stick, rather than the carrot) and could disincentivize character development.</p></blockquote><p></p>
[QUOTE="iserith, post: 6737808, member: 97077"] Whenever I consider a house rule or addition to the game, I think about what goal I'm trying to achieve by implementing it and think about any potential "side effects" it may have. What I like about Inspiration is that it rewards the behavior you want to see and does not reward (rather than penalize) the behavior you don't want to see. When confronted with behavior I don't want to see, I just communicate that to the player directly and seek compromise. That said, "going against their established character" isn't a behavior I particularly care about, provided the player is still pursuing the goals of play (doing things that everyone finds fun and creating an exciting, memorable story). In fact, going against established character gets to the heart of character[I] development[/I] - it means the character has [I]changed [/I]in some way (hopefully) for well-considered reasons that arose during play. I don't think that portraying the same character from 1st to 20th level is any particularly big accomplishment worthy of reward. Showing the struggle and the change as an adventurer goes from plucky dungeon-delver to Big Damn Hero in a believable way is more challenging and more interesting. That is worthy of reward in my view. In short, while your house rule on Inspiration may curb some behaviors you don't want to see, it would definitely feel like a penalty to me (the stick, rather than the carrot) and could disincentivize character development. [/QUOTE]
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