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<blockquote data-quote="MNblockhead" data-source="post: 9342489" data-attributes="member: 6796661"><p>Another thing I like to do with successes, and I'm rewriting some of the result to support this, is to give a general "you gain intel", "you gain an ally" but let the player explain what it is. You don't always have a great tip or information to share at that specific point in the campaign and it can feel like a waste of a really good success. Further, I like to make it into a type of meta currency. Maybe the player doesn't have any intel that s/he would really like to know. So they can just mark down a point of "helpful intel" on the character sheet. Then later in the game, if the party is trying to solve a riddle, find a clue, break into a secure location, etc., the player can spend the point earned and say, "hey, a while back I was drinking with a guy who claimed to have worked for Doctor evil. He was completely wasted and let slip how the guards had hidden exit/entrance they would use so one of them could sneak to town to buy alcohol and cigarettes." Or if the party comes across a steep climb but didn't think to pack a grappling hook, the player can spend the point to say that he heard about this and so, actually, he had made sure to pack a grappling hook.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 9342489, member: 6796661"] Another thing I like to do with successes, and I'm rewriting some of the result to support this, is to give a general "you gain intel", "you gain an ally" but let the player explain what it is. You don't always have a great tip or information to share at that specific point in the campaign and it can feel like a waste of a really good success. Further, I like to make it into a type of meta currency. Maybe the player doesn't have any intel that s/he would really like to know. So they can just mark down a point of "helpful intel" on the character sheet. Then later in the game, if the party is trying to solve a riddle, find a clue, break into a secure location, etc., the player can spend the point earned and say, "hey, a while back I was drinking with a guy who claimed to have worked for Doctor evil. He was completely wasted and let slip how the guards had hidden exit/entrance they would use so one of them could sneak to town to buy alcohol and cigarettes." Or if the party comes across a steep climb but didn't think to pack a grappling hook, the player can spend the point to say that he heard about this and so, actually, he had made sure to pack a grappling hook. [/QUOTE]
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