I try to avoid xp or other out of game consequences for undesired in-game activities.
I try to construct the in-game world such that natural consequences for in-game failings are real, predictable, and plausible and then I use those to drive desired behaviour. As Plane Sailing said, rewards are usually a better driving force so often I work on natural consequences that reward desired behaviour and make sure the PCs know of them.
I try to construct the in-game world such that natural consequences for in-game failings are real, predictable, and plausible and then I use those to drive desired behaviour. As Plane Sailing said, rewards are usually a better driving force so often I work on natural consequences that reward desired behaviour and make sure the PCs know of them.