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Spending gold on non-adventure resources
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<blockquote data-quote="eriktheguy" data-source="post: 5129232" data-attributes="member: 83662"><p>I would be against putting a gold piece requirement on your story points. Anything that you meet/rescue/find could become a meaningful story item that you develop an attachment too. A piece of land that you purchase to build a fort on might cost quite a bit more than a magic item of your level, or quite a bit less if you are level 15.</p><p></p><p>I would also consider the story rewards individually for each such item. Intangible rewards can include contacts, allies, information and followers. Contact with a players grandfather could earn our players story points, owning a fortress could provide them with soldiers to 'go kill those goblins' while the players handle more important things. The crazy old witch that they rescue from a prison provides them with potions.</p><p></p><p>Keep offering your players rewards for taking part in the story, but don't set any hard and fast rules about it. If you tell them that 'buying a grandpa for the same price as a magic item gives you story points' then they are going to see 'story' as a game mechanic, rather than an actual story. Offer them rewards when they go out of their way to create interesting interactions, not whenever they go back to town to fill up on 'rations, potions and story'</p></blockquote><p></p>
[QUOTE="eriktheguy, post: 5129232, member: 83662"] I would be against putting a gold piece requirement on your story points. Anything that you meet/rescue/find could become a meaningful story item that you develop an attachment too. A piece of land that you purchase to build a fort on might cost quite a bit more than a magic item of your level, or quite a bit less if you are level 15. I would also consider the story rewards individually for each such item. Intangible rewards can include contacts, allies, information and followers. Contact with a players grandfather could earn our players story points, owning a fortress could provide them with soldiers to 'go kill those goblins' while the players handle more important things. The crazy old witch that they rescue from a prison provides them with potions. Keep offering your players rewards for taking part in the story, but don't set any hard and fast rules about it. If you tell them that 'buying a grandpa for the same price as a magic item gives you story points' then they are going to see 'story' as a game mechanic, rather than an actual story. Offer them rewards when they go out of their way to create interesting interactions, not whenever they go back to town to fill up on 'rations, potions and story' [/QUOTE]
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