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Luxuries in a game with magic items
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<blockquote data-quote="CapnZapp" data-source="post: 8160263" data-attributes="member: 12731"><p>The next question would be:</p><p></p><p>Do I need to associate corruption with game bonuses? And if so, what's a good balance that retains the core idea - that you CAN pocket stuff for yourself but you don't HAVE to.</p><p></p><p>Meaning that if one hero steals a bag of drugs from a bust to later give as incentive to one of his confidential informants, or to pay for a nice house, is that enough reward in of itself?</p><p></p><p>Or would that simply mean the players would all stay on the high road since there "isn't anything in it for me", meaning game elements like extra feats or plus bonuses or bonus fortune points or whatever. (We're about to finish off Paizo's AP Extinction Curse, and the players all had the same feedback: the fact the circus would never give any bonuses useful during adventuring meant it would always be ultimately irrelevant and skippable)</p><p></p><p>What is your prediction? Would "you get something extra for every 5 luxuries points you amass" (see the above post for what I mean by luxuries points) help your players roleplaying? Or would it rather hinder them? "Something extra" being a tangible useful reward for adventurers often facing deadly monsters.</p><p></p><p>I don't want them to simply ignore temptation, but I don't want them to feel forced into it either. It needs to be a personal decision.</p><p></p><p>How much or little would <em>your</em> players need?</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8160263, member: 12731"] The next question would be: Do I need to associate corruption with game bonuses? And if so, what's a good balance that retains the core idea - that you CAN pocket stuff for yourself but you don't HAVE to. Meaning that if one hero steals a bag of drugs from a bust to later give as incentive to one of his confidential informants, or to pay for a nice house, is that enough reward in of itself? Or would that simply mean the players would all stay on the high road since there "isn't anything in it for me", meaning game elements like extra feats or plus bonuses or bonus fortune points or whatever. (We're about to finish off Paizo's AP Extinction Curse, and the players all had the same feedback: the fact the circus would never give any bonuses useful during adventuring meant it would always be ultimately irrelevant and skippable) What is your prediction? Would "you get something extra for every 5 luxuries points you amass" (see the above post for what I mean by luxuries points) help your players roleplaying? Or would it rather hinder them? "Something extra" being a tangible useful reward for adventurers often facing deadly monsters. I don't want them to simply ignore temptation, but I don't want them to feel forced into it either. It needs to be a personal decision. How much or little would [I]your[/I] players need? [/QUOTE]
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