Table of Contents

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), so not every session needs to have extra loot.

Treasure

For end-of-session rewards or major treasure, you can reward things such as.

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.

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.