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*TTRPGs General
GM/DM-challenge: Make everything players have count
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<blockquote data-quote="Nagol" data-source="post: 5669636" data-attributes="member: 23935"><p>Sure, everything the players decide to buy (and not buy) should have the capacity to be consequential at <em>some</em> point in the campaign.</p><p></p><p>Some purchases like Extra Turning have two values: they decrease the likelihood of running out of a resource and provide additional options for character growth in the future (i.e. prestige class entry requirements, further feat requirements, etc.).</p><p></p><p>Other purchases like Bardic Knowledge can be long-term investment that probably will take until later in character development to pay off. Though I've often used Bardic Knowledge to give historical lore about the area, dungeon, and personages of reknown.</p><p></p><p>My favourite examples are from a <em>CHAMPIONS</em> campaign. A super-agent was able to detect the poison in the fancy-dress ball with his Professional Skill: Gourmand 17- (there are certain flavour in the vinagrette that really shouldn't be there) and hold off an incarnation of Death until help arrived with his Professional Skill: Chess 21- (a challenge!).</p><p></p><p>From the same campaign, there was a consequence for something not bought. One of the superheroes was a Russian who only purchased conversational English. Confronted by a sometimes-friend/sometimes-enemy in the sewers, the Russian is told to "Take her out" over the radio -- so he escorts her back to the surface and lets her go.</p></blockquote><p></p>
[QUOTE="Nagol, post: 5669636, member: 23935"] Sure, everything the players decide to buy (and not buy) should have the capacity to be consequential at [I]some[/I] point in the campaign. Some purchases like Extra Turning have two values: they decrease the likelihood of running out of a resource and provide additional options for character growth in the future (i.e. prestige class entry requirements, further feat requirements, etc.). Other purchases like Bardic Knowledge can be long-term investment that probably will take until later in character development to pay off. Though I've often used Bardic Knowledge to give historical lore about the area, dungeon, and personages of reknown. My favourite examples are from a [I]CHAMPIONS[/I] campaign. A super-agent was able to detect the poison in the fancy-dress ball with his Professional Skill: Gourmand 17- (there are certain flavour in the vinagrette that really shouldn't be there) and hold off an incarnation of Death until help arrived with his Professional Skill: Chess 21- (a challenge!). From the same campaign, there was a consequence for something not bought. One of the superheroes was a Russian who only purchased conversational English. Confronted by a sometimes-friend/sometimes-enemy in the sewers, the Russian is told to "Take her out" over the radio -- so he escorts her back to the surface and lets her go. [/QUOTE]
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