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<blockquote data-quote="el-remmen" data-source="post: 9287422" data-attributes="member: 11"><p>[USER=9053]@SteveC[/USER]'s suggestion reminds me of how I like to provide in-game non-treasure/magic rewards as a way to have the PCs engage more deeply in the setting.</p><p></p><p>For example, in my current in-person game, the PCs are helping out some outlander shepherds who do no have much of anything to give as a reward. Sure, they offered some woolen items and dried meat rations, but what they offered that was most valuable is a place they can always come back to in order to recoup and hide outside of usual confines of local "civilization." The fact that this adventure is happening in a wild place where the party's rep will not be bolstered outside of this small group, actually provides them a place where no one is bound to find them sans scrying should they need it (and knowing adventurers, they will likely eventually need it).</p></blockquote><p></p>
[QUOTE="el-remmen, post: 9287422, member: 11"] [USER=9053]@SteveC[/USER]'s suggestion reminds me of how I like to provide in-game non-treasure/magic rewards as a way to have the PCs engage more deeply in the setting. For example, in my current in-person game, the PCs are helping out some outlander shepherds who do no have much of anything to give as a reward. Sure, they offered some woolen items and dried meat rations, but what they offered that was most valuable is a place they can always come back to in order to recoup and hide outside of usual confines of local "civilization." The fact that this adventure is happening in a wild place where the party's rep will not be bolstered outside of this small group, actually provides them a place where no one is bound to find them sans scrying should they need it (and knowing adventurers, they will likely eventually need it). [/QUOTE]
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