The party has won, and their enemies are on the run! But before they can give chase, the public steps forward to reward them! Fame and fortune and love and titles and rewards and boons and favours... The game has now changed, at least locally. But what does that mean, and how do you reward such a low-level party?
Takeaways:
- Heroism is a double-edged sword. Becoming famous can be just as much a challenge as a reward.
- Even dark and gritty campaigns rely on the feeling of success.
- Clarity about risk, rewards, and boundaries will give definition and the feeling of accomplishments.
- From a Dungeon Master's perspective, the illusion of progress is sometimes more important than the progress itself.
- Rewards that focus on providing services and opportunities are very effective, and often give a better sense of in-game achievement than NPC favours or shiny new items.
- Heroic status comes with responsibilities, and larger organizations will probably take interest in new players on the scene.
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Intro/Outro Music by: Cory Wiebe
Logo by: Kate Skidmore
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