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Community
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Looking for a motivation for players (do something cool cards?)
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<blockquote data-quote="jbear" data-source="post: 5455304" data-attributes="member: 75065"><p>I do the following:</p><p></p><p>Players get 2 minutes 30 secs to complete their turn. If they complete it in 2 minutes they receive a drama token. This can be cashed in for a +1 to any roll during the session. Up to 3 can be played at once.</p><p></p><p>At the end of the session unused tokens are noted down. They can no longer be used during gaming sessions for dice bonuses. But when a player has 12 they can be cashed in for a Drama Card. I found these 'homebrew' cards freely available on a wikipedia site that talked abouta 4e version of Torg style cards that they had adapted to their campaign. (They're gorgeous, but from what I can see, their campaign has stopped for now). To say the least they are similar to the idea of WotC new player cards. I digress. This card is picked randomly from the stack of drama cards. They keep that card to themselves and whip it out of their sleeve for a one time use whenever they want to upset the carefully laid plans of the dungeon master!</p><p></p><p>Action points add an extra 1 minute to a persons turn. Surprise rounds do not gain Tokens. I stop the clock when I interrupt (opportunity attacks etc). </p><p></p><p>Positive reinforcement is the way to go. Definitely. My players enjoy it, and those small bonuses turn a lot of heartbreaking near misses into success, which means more dead monsters, which means the story moves on.</p><p></p><p>As for the 'Do something Cool' card. Its something seperate that a few DMs on the boards have added to their game to inspire players to think outside of the box. </p><p></p><p>I do it this way: Its an encounter power that players can use to alter any of their powers in ways that make senseand are fun and cool, or to interact with the terrain or the situation in special, cool fun, awesome ways. They still have to succeed by meeting the requirements I set for them. However even if they fail, their action has some relevant, positive side effect (my discretion).</p><p></p><p>Its another awesome element I would recommendadding to your game.</p></blockquote><p></p>
[QUOTE="jbear, post: 5455304, member: 75065"] I do the following: Players get 2 minutes 30 secs to complete their turn. If they complete it in 2 minutes they receive a drama token. This can be cashed in for a +1 to any roll during the session. Up to 3 can be played at once. At the end of the session unused tokens are noted down. They can no longer be used during gaming sessions for dice bonuses. But when a player has 12 they can be cashed in for a Drama Card. I found these 'homebrew' cards freely available on a wikipedia site that talked abouta 4e version of Torg style cards that they had adapted to their campaign. (They're gorgeous, but from what I can see, their campaign has stopped for now). To say the least they are similar to the idea of WotC new player cards. I digress. This card is picked randomly from the stack of drama cards. They keep that card to themselves and whip it out of their sleeve for a one time use whenever they want to upset the carefully laid plans of the dungeon master! Action points add an extra 1 minute to a persons turn. Surprise rounds do not gain Tokens. I stop the clock when I interrupt (opportunity attacks etc). Positive reinforcement is the way to go. Definitely. My players enjoy it, and those small bonuses turn a lot of heartbreaking near misses into success, which means more dead monsters, which means the story moves on. As for the 'Do something Cool' card. Its something seperate that a few DMs on the boards have added to their game to inspire players to think outside of the box. I do it this way: Its an encounter power that players can use to alter any of their powers in ways that make senseand are fun and cool, or to interact with the terrain or the situation in special, cool fun, awesome ways. They still have to succeed by meeting the requirements I set for them. However even if they fail, their action has some relevant, positive side effect (my discretion). Its another awesome element I would recommendadding to your game. [/QUOTE]
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