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.
- 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.