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Motivation in Low Magic
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<blockquote data-quote="Soundbyte" data-source="post: 1391413" data-attributes="member: 16401"><p>In the past I've instituted a reputation system similar in appearance to the one used by the Fallout computer games. Basically for every town, region, organization, I keep an entry updated as to what the party's reputation is in relation to that entity. I keep the actual workings of the system hidden from the PCs, but I give them a fairly good idea of what their reputation is in the different areas. </p><p></p><p>Because I've linked certain benefits to a high reputation (lower prices, free stuff, and all-around better treatment), they often will regard the reputation system as a motivator. They do something that people like, and their reputation goes up. They do something people are distasteful of (on purpose or not) and their reputation goes down. It's extra work, but it gives the PCs a feeling of being more involved in the game world, and it gives them something to strive for. </p><p></p><p>The secondary benefit is that it provides a reward system for "non-adventuring" activities. In one campaign, the PCs saw a huge reputation spike in one town and surrounding areas after they pitched in and used their skills to lessen the damage caused by natural forces (flooding).</p><p></p><p>I agree with the above posts though, story is key, as the best motivations tend to be the ones that PCs set for themselves ... you can only get them to chase the carrot for so long, regardless of what kind of carrot you use.</p><p></p><p>Just my $0.02,</p><p></p><p>Soundbyte</p></blockquote><p></p>
[QUOTE="Soundbyte, post: 1391413, member: 16401"] In the past I've instituted a reputation system similar in appearance to the one used by the Fallout computer games. Basically for every town, region, organization, I keep an entry updated as to what the party's reputation is in relation to that entity. I keep the actual workings of the system hidden from the PCs, but I give them a fairly good idea of what their reputation is in the different areas. Because I've linked certain benefits to a high reputation (lower prices, free stuff, and all-around better treatment), they often will regard the reputation system as a motivator. They do something that people like, and their reputation goes up. They do something people are distasteful of (on purpose or not) and their reputation goes down. It's extra work, but it gives the PCs a feeling of being more involved in the game world, and it gives them something to strive for. The secondary benefit is that it provides a reward system for "non-adventuring" activities. In one campaign, the PCs saw a huge reputation spike in one town and surrounding areas after they pitched in and used their skills to lessen the damage caused by natural forces (flooding). I agree with the above posts though, story is key, as the best motivations tend to be the ones that PCs set for themselves ... you can only get them to chase the carrot for so long, regardless of what kind of carrot you use. Just my $0.02, Soundbyte [/QUOTE]
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