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General Tabletop Discussion
*Dungeons & Dragons
Awarding Inspiration for Genre Simulation and anti-genre simulation
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<blockquote data-quote="iserith" data-source="post: 6503507" data-attributes="member: 97077"><p>The way I run Inspiration is that players earn it when they willingly take disadvantage on a roll or suffer a cost or setback because of a trait, ideal, bond, or flaw. The cleric, for example, has a flaw where he trusts the hierarchy of his church blindly, so the player of the cleric opts to take disadvantage on a Wisdom (Insight) check the DM called for when trying to determine the corrupt bishop's veracity.</p><p></p><p>I ran a few sessions of a horror D&D 5e game where you could earn Inspiration by doing all the stupid things that characters in horror movies do such as splitting up to search the haunted summer camp faster, disregarding disconcerting evidence ("A bloody clown suit? It's probably nothing..." *toss*), or a PC and NPC skulking off alone to make out in the graveyard.</p><p></p><p>My experience tells me that Inspiration alone is not a good enough reward on its own to encourage the type of play you're hoping for. What's really important - arguably more important - is to make sure that the sub-optimal decisions are met with interesting consequences that are fun for everyone and lead to the creation of exciting, memorable stories as a result of play. We must as DMs resist the temptation to punish with logical, boring consequences and try to make that okay with Inspiration. That doesn't work in my experience.</p></blockquote><p></p>
[QUOTE="iserith, post: 6503507, member: 97077"] The way I run Inspiration is that players earn it when they willingly take disadvantage on a roll or suffer a cost or setback because of a trait, ideal, bond, or flaw. The cleric, for example, has a flaw where he trusts the hierarchy of his church blindly, so the player of the cleric opts to take disadvantage on a Wisdom (Insight) check the DM called for when trying to determine the corrupt bishop's veracity. I ran a few sessions of a horror D&D 5e game where you could earn Inspiration by doing all the stupid things that characters in horror movies do such as splitting up to search the haunted summer camp faster, disregarding disconcerting evidence ("A bloody clown suit? It's probably nothing..." *toss*), or a PC and NPC skulking off alone to make out in the graveyard. My experience tells me that Inspiration alone is not a good enough reward on its own to encourage the type of play you're hoping for. What's really important - arguably more important - is to make sure that the sub-optimal decisions are met with interesting consequences that are fun for everyone and lead to the creation of exciting, memorable stories as a result of play. We must as DMs resist the temptation to punish with logical, boring consequences and try to make that okay with Inspiration. That doesn't work in my experience. [/QUOTE]
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