Moomin Easter Egg Hunt, or Tailoring Rewards to How Goals were Achieved

FireLance

Legend
A long time ago, I read a book (I believe it was The Exploits of Moominpapa, by Tove Jansson) which described an easter egg hunt. Every easter egg was numbered, and you won a prize for each one you found. I was recently reminded of that story, and I found the way in which the prizes and eggs were linked to be quite interesting and philosophical (I am quoting from memory, so I'm probably going to make quite a few mistakes):

Some eggs were hidden so that anyone could stumble on them by just running around. The prizes for these eggs were edible.
Some eggs were hidden so that they could only be found by careful and methodical search. The prizes for these eggs were useful (e.g. tools and other equipment).
Some eggs were hidden in places where nobody would think of looking (e.g. in their own pockets), and the prizes for these eggs were curious and fascinating, but of no practical value. Of course, the main character found most of these prizes.

So, in designing adventures, how many of you tie the rewards not only to whether the characters succeed or fail, but the manner in which they succeed? For example, if the players defeat a monster through clever tactics, they earn treasure that enhances their combat abilities. If they deal with the problem through good roleplaying, they gain titles and renown instead. Does anyone have a good system for aligning rewards with the manner in which the players overcome challenges?
 

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Fascinating question. I think that this is a key to encouraging good play in the long term; if you reward the group for innovative and imaginative problem solving, you're going to have more fun.
 

FireLance said:
Does anyone have a good system for aligning rewards with the manner in which the players overcome challenges?

This is what I loved most about the CRPG Planescape:Torment. You would "unlock" tattoos based on the nature of your deeds.

I don't have a good system for such a reward system other than extensive preperation.
 

I like the idea, but how would it actually work?

Would you tell your players before hand that treasure may change depending on how the problem is solved? If not, how would they even now that rewards are dependant upon creativity in problem-solving?

I think this is a very cool idea, but if the players are not told or have some kind of input, in my opinion, the players may never know the difference between getting "random" treasure and "problem-solving" treasure.
 

dreaded_beast said:
I like the idea, but how would it actually work?

A few times IMC I have done things like have a Magical Heron which rewarded the PCs with a feather from its wing - the effect of which I decided based on there reactions to the Herons request.

I always once rewarded the PCs with a magical boat and gave them a choice of names - Kaweapo (caried by night) or Kaweamanu (carried by birds) Kaweapo had a resident spider totem who could do repairs to any damage to the ship and any other objects on board,
Kaweamanu had a Frigate bird totem and a built in feather fan

I suppose the same idea could be used (ie plan more than one reward of appropriate type and let the PCs actions determine which is granted)
 

Like Tonguez said, you'd basically have to come up with multiple rewards and give them according to the way the PCs solved the problems. It's not just rewarding the PCs for creative problem solving, but giving them rewards that they like because they enhance their favored problem-solving technique.

For example, say a tribe of ogres moves into the vicinity of a town and starts raiding it. Players who enjoy combat could simply fight the ogres, wipe them out and claim their treasure as a reward. However, players who enjoy diplomacy may talk to the ogres instead and help them to live in peace with the townsfolk. The reward for such a solution may be titles from the local lord, appointments as ambassadors to the ogre tribe, new contacts amongst the ogres, etc. instead of gold and magic weapons.
 

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