This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Rewarding Players ====== There are a number of ways that GMs can reward players. Consider your context carefully. Remember that system already provides gold and experience for completing an adventure (see [[sessions#gold_distribution|sessions]]), so not every session needs to have extra loot. ===== Treasure ===== For end-of-session rewards or major treasure, you can reward things such as. * Equipment * Armor * Accessories * Weapons * Consumable items * Magic * Spells * Spell tokens * Modest amounts of Gold * As treasure, a small amount (less than 5) is reasonable. ===== Crime ===== Also consider rewards for successful criminal behavior, such as pick-pocketing, mugging, or stealing. Though unless the theft of the object is a major focus of the session, rewards from criminal behaviour should be scaled back from rewards obtained by other means. Naturally, crime should also carry a risk of additional complications in the future. * Silver (0.1-0.9 gold) for low-value targets and insignificant objects. * 1 or 2 gold for high-value targets and important objects. * Small or simple consumables * Basic weapons or armor * Helpful information or maps * Keys that might lead to another reward or make a part of the adventure easier Extremely valuable items can yield higher amounts, but should challenge the player with extreme complications. ===== Exceptions ===== Some things are **not** considered appropriate rewards, as rewarding them would undermine some of the system objectives. * Piles of Gold (See [[sessions#gold_distribution|sessions]]) * Experience (See [[sessions#experience_distribution|sessions]]) * Perks * Moves * Levels