beaumontsebos
Adventurer
Hi all,
I'm running a public game that has rotating players. For downtime, I decided to use Shadowdark's carousing rules and tables to make things simple.
For those not familiar, players contribute monetarily to a night (or more) of fun and roll to see the outcome. The outcomes can be good or bad. They can gain allies, gain enemies, gain treasure or lose treasure. But they always gain some XP to entice them to risk carousing. This is where I need some advice.
In my public game, character advancement is based on how many times the player has shown up to the table. So, XP awards are not an enticement. Carousing is too risky without gaining SOMETHING even when it turns out bad.
Any ideas on something that can entice them to risk carousing other than XP? I was thinking inspiration (although if they already have inspiration, this is no good) or temporary HP (although temp HP after days of drinking doesn't really fit)...
Thoughts?
I'm running a public game that has rotating players. For downtime, I decided to use Shadowdark's carousing rules and tables to make things simple.
For those not familiar, players contribute monetarily to a night (or more) of fun and roll to see the outcome. The outcomes can be good or bad. They can gain allies, gain enemies, gain treasure or lose treasure. But they always gain some XP to entice them to risk carousing. This is where I need some advice.
In my public game, character advancement is based on how many times the player has shown up to the table. So, XP awards are not an enticement. Carousing is too risky without gaining SOMETHING even when it turns out bad.
Any ideas on something that can entice them to risk carousing other than XP? I was thinking inspiration (although if they already have inspiration, this is no good) or temporary HP (although temp HP after days of drinking doesn't really fit)...
Thoughts?

