Logan_Bonner
First Post
Scholar & Brutalman said:I really like this piece of art in the preview. Does anyone know who the artist is?
Howard Lyon, I believe.
Scholar & Brutalman said:I really like this piece of art in the preview. Does anyone know who the artist is?
Spenser said:"Why not give similar bonus XP for rule knowledge? Playing well with others? Bringing the most snacks?"
Bonus XP for bringing themostbest snacks is an excellent idea. Our group will be implementing this as soon as possible.
Byronic said:I'm all for Roleplaying exp. After all if you play your character well, entertain others and provide suspension of disbelief. Well that's wonderful. I'm just worried that using extrinsic rewards will eventually diminish some of the actual pleasure from doing it.
I really like that idea. Maybe I'll steal it at some point. My current group is pretty good, but my last group was so bad we had to make up little signs that said "In Character" for them to hold up the rare times they wanted to be serious.JohnSnow said:I actually think that Action Points might be a better way to reward people for good roleplaying, entertaining actions and efforts to provide suspension of disbelief.
You're essentially rewarding the player who makes the game cooler with the ability to do more cool stuff in game. To me, that's all kinds of "win-win."
MindWanderer said:My current group is pretty good, but my last group was so bad we had to make up little signs that said "In Character" for them to hold up the rare times they wanted to be serious.
Aria Silverhands said:Railroading is never a bad thing, unless you're dumb enough to let your players know they're being railroaded.
JohnSnow said:I actually think that Action Points might be a better way to reward people for good roleplaying, entertaining actions and efforts to provide suspension of disbelief.
You're essentially rewarding the player who makes the game cooler with the ability to do more cool stuff in game. To me, that's all kinds of "win-win."
Mourn said:Agreed. I often use a technique that Robert Aspirin called "the magician's force" in the MythAdventure series: I'd present the players with the illusion of a choice (door 1 or door 2), but no matter their choice, things on my end remain unchanged (it's an illusionary choice to help make them feel like it was their decision to do what I had already planned). So long as you can think on your feet fast enough to tweak whatever choice they make, you can railroad your players with them none the wiser.