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In-game rewards for out-of-game activity
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<blockquote data-quote="Vartan" data-source="post: 5279992" data-attributes="member: 26155"><p>I want to give out some in-game rewards to my players for developing coherent backstories, keeping character journals on our campaign wiki, etc. but I can't think of any good ideas. </p><p></p><p>I thought about using RPGA player reward cards but I'm not crazy about them to begin with and my players aren't exactly known for their ability to hold on to things from session to session. </p><p></p><p>My original idea was to give out magic items, but the group is pretty well-geared as it is and I've already shown some flexibility with regards to swapping out ill-chosen gear and I don't want to tip the game balance any further. </p><p></p><p>The same goes for gold, although one idea I had was to give active players extra gold that can only be spent on non-magical items (e.g., bribing clergy, building a fortress, equipping a small army, etc.). It makes sense that those who are into developing their character's "fluffy" side might like such a reward, but it doesn't necessarily incentivize my more "crunch-oriented" players to engage with the story.</p><p></p><p>Does anyone have any ideas/experience with this? I want to encourage away-from-table character development with in-game rewards but I'm worried about breaking game balance.</p></blockquote><p></p>
[QUOTE="Vartan, post: 5279992, member: 26155"] I want to give out some in-game rewards to my players for developing coherent backstories, keeping character journals on our campaign wiki, etc. but I can't think of any good ideas. I thought about using RPGA player reward cards but I'm not crazy about them to begin with and my players aren't exactly known for their ability to hold on to things from session to session. My original idea was to give out magic items, but the group is pretty well-geared as it is and I've already shown some flexibility with regards to swapping out ill-chosen gear and I don't want to tip the game balance any further. The same goes for gold, although one idea I had was to give active players extra gold that can only be spent on non-magical items (e.g., bribing clergy, building a fortress, equipping a small army, etc.). It makes sense that those who are into developing their character's "fluffy" side might like such a reward, but it doesn't necessarily incentivize my more "crunch-oriented" players to engage with the story. Does anyone have any ideas/experience with this? I want to encourage away-from-table character development with in-game rewards but I'm worried about breaking game balance. [/QUOTE]
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