53 lines
2.3 KiB
HTML
53 lines
2.3 KiB
HTML
<p><strong>REWARD FREQUENCY</strong></p>
|
||
<p>
|
||
On average, the chart is based on the idea that a group will receive
|
||
approximately one reward per session (as in, every four or five hours of
|
||
play). This is not a hard rule and more of a guideline: there will be some
|
||
sessions in which characters do not receive rewards in the form of fancy
|
||
items, but instead develop connections or retrieve a powerful artifact. That
|
||
table is there to help you, not to constrain you.
|
||
</p>
|
||
<h2>CREATING INTERESTING REWARDS</h2>
|
||
<p>
|
||
Here are a few things you will want to keep in mind when creating rewards:
|
||
</p>
|
||
<ul>
|
||
<li>
|
||
<strong>Learn what your Players want.</strong> If you catch a Player saying
|
||
they’d like a specific item for their character, take notes — you can
|
||
include that item in a future reward.<br />Consider a Survey or Wishlist, as
|
||
explained on <a href="/books/core/#page-123">page 123</a>.
|
||
</li>
|
||
<li>
|
||
<strong>Items that tell a story.</strong> When placing a given item among
|
||
the rewards found by the characters, consider what it says about the
|
||
surrounding area and its inhabitants. Who brought the crystal rod to this
|
||
shrine? Why did the ancient wyvern guard a ring with no apparent value?
|
||
</li>
|
||
<li>
|
||
<strong>Here and there.</strong> When the occasion arises and it doesn't
|
||
feel forced, split your reward into smaller mini-rewards tied to different
|
||
places, creatures, or threats. The Classic example would be a dungeon with
|
||
several hidden treasures.
|
||
</li>
|
||
<li>
|
||
<strong>Foreshadowing.</strong> This is a classic in JRPGs, and something
|
||
you will either love or hate. What you could do is hand out rewards that
|
||
will prove useful in future battles, such as a silver talon (<a
|
||
href="/books/core/#page-272"
|
||
>page 272</a
|
||
>) in a dungeon crawling with undead creatures that are Vulnerable to its
|
||
light damage.
|
||
</li>
|
||
</ul>
|
||
<p>
|
||
Adopting this method will surely make your sessions feel more “videogamey”,
|
||
but it's a matter of taste. Discuss this choice with the rest of your group.
|
||
</p>
|
||
<h2>ROGUES AND SOUL STEAL</h2>
|
||
<p>
|
||
Player Characters who put levels in the Rogue Class will likely acquire the
|
||
Soul Steal Skill, which allows them to extract items from powerful enemies.
|
||
Items obtained this way are in addition to normal rewards.
|
||
</p>
|