What do we mean when we say rewards beyond loot? Not just money, treasure or magic items. Let’s give a few examples and it’ll be clear.
Non loot rewards (01:24)
Some examples:
Land
Titles
Association (part of a guild/group/etc)
House / Place to live
Renown
Something personal
Narrative power
GMs - What can we do with non treasure rewards (09:33)
Why should we use Rewards in our game?
Used for character development
Flash out the setting
Connect the characters to the setting
Give players a chance to expand on what interest them in the setting
Allow a sense of accomplishment without shifting game balance
For players (13:04)
Important tips:
Use the reward: Otherwise it is meaningless - you have a title? Use it. You have land, define it and do something with it. You are part of the stonecutters guild? Send them rock samples, keep a journal of interesting rocks you encounter, read on wikipedia about different rocks
Signal what interest you: signal the GM what is the reward you might enjoy getting. How? Establish it as one of your character’s goals.
Leveraging personal items
Using story items: e.g. taking a defeated enemy’s weapon
Summary (20:12)
Non loot rewards are a great way to create engagement, character development, enhance the setting and discover what is interesting for the GM and players.
Consider listening to episode 27 and episode 19 to rethink some ideas.
Taking the load off (22:51)
Uri: New 5th edition game, Playtesting for “The Makabim game”
Eran: Sentinel Comics RPG Starter Kit
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Intro and outro based on On the Shoulders of Dwarves by the Cliches Duo. On the Shoulders of Dwarves is shared under Creative Commons Attribution-NonCommercial 4.0 International.
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