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<blockquote data-quote="Hungry Like The Wolf" data-source="post: 5358896" data-attributes="member: 93238"><p>1. I'm lazy and so I just make all my games run on a barter system. Taking money out of the equation and forcing the players the think carefully about what they need and what they want.</p><p></p><p>2. Character specific items. Use their characters back-stories and development against them. I had one player who wanted to play the wandering swordsman, looking for his son. So I would give him clues and items that were related in his search. Not only was he happy, he wasn't complaining about loot.</p><p></p><p>3. Lay down the law. Your the DM and it's going to be this way, when your player becomes the DM then you'll do it their way.</p><p></p><p>4. The more the players rest, the more time the dungeon ecology has time to plan, scheme and ambush. If you think they are gaining an unfair advantage by resting mid-way, I'd just amp up the encounters a notch or two.</p><p></p><p>5. Perhaps if the bartering system isn't your thing, then a X gold coins per-adventuring day for survival supplies would help resolve two problems in one hit.</p><p></p><p>6. Instead of XP, I usually lean towards visible or instant rewards. If it's good roleplay in combat I'll give an AP, if it's good roleplay in gathering information then that player will get a huge tip, if it's good roleplaying in general i'll give narrative control etc etc </p><p></p><p>I do this because I find that weaker roleplayers would rather progress slower and gain XP through battle anyway which gives an unfair advantage to the uber-roleplayers in the group. However, finding other cool ways to reward them has always motivated the weaker roleplayers I've DM'ed for.</p><p></p><p>7. This depends on the context of the battle. If the monsters are apart of something bigger, something grander then they would tend fight another day. If the monsters are protecting something close to them, they would be more likely to fight to the death.</p><p></p><p>I tend to just look at the pace of the battle, it's context with in the adventure and the motives of the monsters while deciding exact tactics.</p></blockquote><p></p>
[QUOTE="Hungry Like The Wolf, post: 5358896, member: 93238"] 1. I'm lazy and so I just make all my games run on a barter system. Taking money out of the equation and forcing the players the think carefully about what they need and what they want. 2. Character specific items. Use their characters back-stories and development against them. I had one player who wanted to play the wandering swordsman, looking for his son. So I would give him clues and items that were related in his search. Not only was he happy, he wasn't complaining about loot. 3. Lay down the law. Your the DM and it's going to be this way, when your player becomes the DM then you'll do it their way. 4. The more the players rest, the more time the dungeon ecology has time to plan, scheme and ambush. If you think they are gaining an unfair advantage by resting mid-way, I'd just amp up the encounters a notch or two. 5. Perhaps if the bartering system isn't your thing, then a X gold coins per-adventuring day for survival supplies would help resolve two problems in one hit. 6. Instead of XP, I usually lean towards visible or instant rewards. If it's good roleplay in combat I'll give an AP, if it's good roleplay in gathering information then that player will get a huge tip, if it's good roleplaying in general i'll give narrative control etc etc I do this because I find that weaker roleplayers would rather progress slower and gain XP through battle anyway which gives an unfair advantage to the uber-roleplayers in the group. However, finding other cool ways to reward them has always motivated the weaker roleplayers I've DM'ed for. 7. This depends on the context of the battle. If the monsters are apart of something bigger, something grander then they would tend fight another day. If the monsters are protecting something close to them, they would be more likely to fight to the death. I tend to just look at the pace of the battle, it's context with in the adventure and the motives of the monsters while deciding exact tactics. [/QUOTE]
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