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<blockquote data-quote="abirdcall" data-source="post: 8413838" data-attributes="member: 6748898"><p>I don't think having restrictive rules is a 'stick' as it is just defining the game. I always have a rule of 'no evil PCs' which the players all agree to. If they start to edge toward being evil I remind them what they agreed to but there are no penalties in game for it. It's just part of the agreement to play the game. The 'penalty' being that we don't play.</p><p></p><p>I suppose you could say there are 'carrots' for being good and engaging in the game. I'm likely to just declare success when players come up with an entertaining course of action for something or really engage with an NPC. </p><p></p><p>So over time that does reward that behaviour.</p><p></p><p>One overt reward that I have is that sometimes there is treasure in random encounters which encourages the players to engage with them rather than skipping them.</p></blockquote><p></p>
[QUOTE="abirdcall, post: 8413838, member: 6748898"] I don't think having restrictive rules is a 'stick' as it is just defining the game. I always have a rule of 'no evil PCs' which the players all agree to. If they start to edge toward being evil I remind them what they agreed to but there are no penalties in game for it. It's just part of the agreement to play the game. The 'penalty' being that we don't play. I suppose you could say there are 'carrots' for being good and engaging in the game. I'm likely to just declare success when players come up with an entertaining course of action for something or really engage with an NPC. So over time that does reward that behaviour. One overt reward that I have is that sometimes there is treasure in random encounters which encourages the players to engage with them rather than skipping them. [/QUOTE]
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