Showing posts with label loot. Show all posts
Showing posts with label loot. Show all posts

Monday, November 25, 2019

4 Ways DMs Can Take The Commerce (And The Math) Out of Magic Items

With the holidays coming up, I'm reminded of a study I once read that said money is one of the best gifts you can give during the holiday season. However, in worlds of fantasy, I often find that massive piles of gold are just... eh. Sure, the party can liquidate their funds and do the math to buy whatever magic items they want, but doing that makes getting your hands on what should be major milestones that should leave you staring in awe feel like an almost purely mechanical exercise.

And the bigger the treasure budget you're handing over, the more ludicrous this whole thing becomes.

All right, that's 37,575 gold pieces. Enjoy your legendary armor, sir!
I've harped on this before in How To Keep Your Magic Items From Getting Mundane, as well as in Alternatives to Traditional Magic Weapons and Armor, but I figured this week I'd provide some specific examples for the DMs who want to keep their magic items feeling special, but who aren't sure where to start.

Method #1: Spoils of War


This is one most dungeon masters out there are probably familiar with. Whether the party is going through a dragon's hoard, they're exploring the ruins of the necromancer's tower, or they've defeated the bandit king, the idea is that they're going through the spoils of the battle to see what sort of loot can be found.

Holy crap! This guy had a Hell Globe just sitting around!
Most dungeon masters I've seen at this point just roll randomly for whatever loot is on the bodies, or in the chests... but this is your world! The stuff that's in there is the stuff you say is in there. So if your players are hitting that point where it's time to start upgrading their gear, put stuff there that suits them. The bandit leader managed to keep all those men under his command, maybe he has a headband that boosts his Charisma that would be ideal for the sorcerer, or the paladin. Maybe the risen bodyguard that protected the necromancer wielded a potent magical ax that would be right at home in the barbarian's hands. Perhaps the dragon kept a careful display of trophies taken from past heroes, allowing you to provide some options and choices for what your players take.

You should have a couple of valuables strewn around too, don't get me wrong... but more often than not the gold equivalent is geared to provide magic items to keep your party on the proper track to handle the threats coming their way. So just give them the cool stuff they'd buy anyway, make them feel like they earned it by winning it in a battle, and make sure you attach a bit of a story to the items in question.

That point goes for the rest of this list, as well. And if you have trouble coming up with stuff like that on the fly, then you might want to get your hands on 100 Histories and Legends For Fantasy Weapons. Trust me, it will make your players far more attached to their items.

#2: The Reward


Some adventurers perform their deeds out of a sense of duty, to defend their community, or to get revenge... but let's face it, a lot of them do it for the money. And just like with sacking an enemy's lair, actual coinage should be handed out as part of the reward... but if you know your party is going to spend the reward to get new equipment, why not just make that equipment part of the reward in the first place, and cut out the middle man?

I'll be damned, you brought him in. Well, let me just unlock the case here.
One of the reasons that a lot of DMs avoid having just the right equipment in a villain's lair is that it can sometimes feel over-planned, or a little trite. After all, why would an enchanted monk's robe be in a bandit stronghold? Why would an enchantress have a magical greatsword in her bedchamber? You can find reasonable answers for these questions (the bandits sacked a monastery, the sorceress took it as a trophy, etc.), but sometimes it's just easier to decree that the items are a reward for a job well done. After all, a noble whose problem has been solved, a wizard the party has helped, or even a city that's been saved could produce unique items that are fitting for the character, and their deeds.

This is especially true if they have a noted reputation, which I refer to as The Small Legend.

For example, if the party's cavalier is little more than a hedge knight, then a noble patron might give them a unique banner for their symbol, or even an enchanted saddle or shoes like those given to his house's champions. Perhaps the wizard whose enemies the party slew passes on a staff of power to the magus, commenting that it was given to her by her teacher, and that she sees the same potential in this younger arcane caster. And so on, and so forth.

Since there's usually a bit of downtime between when the party completes a job, and starting the next one, this allows you to get the present ready. And if there's a celebration of any sort (as big problems often have), you can make a big deal out of the presentation. If you're looking for a bunch of potential patrons for this sort of scenario, then 100 Nobles To Encounter might be just up your alley.

#3: The Steward


Sometimes there are items that are either so massive in cost, or so specific in rarity, that it feels stupid to be able to just walk into a market and buy them (even if you can afford to do so). And even more "normal" magic items might feel too special for the party to just hand over a bunch of gold for them, if you've given the item a name, a backstory, and all of the associated goodness.

That's why another interesting approach is to declare a character the steward, or current bearer of a particular item.

Particularly if the item is kept under lock, key, and guard.
While this can be a serious provision of trust (the paladin is given a holy avenger from the church's vaults because he's proven himself worthy, the ranger is given the armor worn by one of the founders of his order, the wizard is granted the right to wear one of the circlets of the Council of Nine, etc.), it's important to remember that this can be done in a smaller sense, as well. In those cases characters might be loaned equipment for use on a mission, or given it as an advance as a way to help them complete a particularly difficult task. Items like endless decanters for exploring a ruin in the middle of the desert, wands, scrolls, etc. might be provided as part of the price of taking on the job.

If you've ever played Spycraft, this is very similar to how agents are given a mission budget, and then allowed to take the equipment they will need most to complete their upcoming task. They can still have their own, personal stuff, but they aren't expected to buy a tank with what they have saved up in their private fund.

Churches, guilds (good, neutral, and evil), along with other in-game organizations all tend to have potent items they hang onto in times of need. As long as the party has a benefactor, like some of the groups found in 100 Knightly Orders, then you have someone who could provide them the tools they need to see their adventure through. Or, in some cases, the individual may have to officially join an organization for the privilege of wielding the item... which can be a kind of reward in and of itself.

#4: The Special Merchant


I know the whole point of this post thus far has been to avoid trading magic items for straight gold, but note the term "special" in this title. Most merchants you find in town won't have magic items for sale, and if they do they'll be minor baubles at steep prices. But there should be a few folks that crop up time and again who are always willing to trade for something... unusual. Or, in some circumstances, for a favor.

What did you bring me today, darlings?
The special merchant can take many forms, and ask for many things. Maybe it's that shady dealer in the low quarter who always has something, "for his friends," as long as they don't ask where he got it, and they can pay him something quick. It might be the fey merchant the party finds in parts of the forest, asking strange or bizarre prices for items that would be priceless anywhere else. Or it might even be that tiefling who specializes in "slightly" cursed objects, whose problems make them ideal for certain party members (a sword that only comes alive in the hands of an orc, a bow that hates elves for the ranger who has them as his favored enemy, and so on, and so forth).

These merchants will still ask a price, of course, but it might be something more in-keeping with the resources the party has. Taking their old weapon in trade as something that's tasted the blood of a dragon, perhaps. The skull of an orc champion. A cursed item that's useless to the party, but extremely valuable to the merchant. Hearing the tales of a certain battle firsthand so they know the full truth, along with a small stack of platinum coins. Maybe even the vintage gold found in an old vault, as the coins themselves are more valuable as items of history than for their weight in gold.

You'll find a few NPCs who fit this bill in 100 Merchants to Encounter, should you need a place to start looking.

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That's all for this week's Moon Pope Monday. Hopefully you enjoyed, and if you've used run these kinds of games before, leave us a comment to let us know what worked for you!

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife, then head over to My Amazon Author Page!

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Monday, August 20, 2018

Instead of Gold, Why Not Give Players What They Actually Want?

How many times have your players slain the troll, defeated the wicked cult, or successfully put the corrupted crypt guardian to rest, only to find hundreds of pounds of raw treasure? Chests full of silver, coffers crammed with gold, and sacks of raw gems that are worth a fortune... once you haul them back to civilization, that is.

There's how much?! Woo, boy, I hope you've been doing your squats, Ragnar.
Even if your game ignores encumbrance rules, it can be frustrating to sit down and do the bean counting for changing your copper and silver into gold, selling off your gems, and doing all the conversions just so the party can turn around and commission magic items, spending almost all of the treasure you just gave them. So ask yourself why you're bothering with all that hairy change when, instead, you could just give your players what they're going to buy anyway, sweetened with a little pocket and saving money?

Rewards They Won't Want To Hock


If your players are going to get magic items, chances are good they already have one or two specifics in mind. Your fighter's going to want a weapon of the type he specializes in (or just likes), your wizard's going to want a stat booster, your monk will want an amulet of mighty fists, etc., etc.

So instead of making them carefully save their allowances, just give them what they want in an appropriately-leveled hoard.

A full adamantine suit! Dibs!
This strategy might require a bit of balancing on your part as the DM (since you're the one handing out toys), but it accomplishes several things. First and foremost, it allows you to make the items they use feel special. It's not just a random flaming scimitar that they traded a bunch of gold for; it's a dragon fang, one of the weapons wielded by the founders of the Sisters of Fire they discovered in a lost catacomb. That circlet that increases the magus's intelligence? That was forged for use by the commanders of the Arcane Army of Za-Los, and stolen by ghouls that you slew in the collapsed citadel.

And so on and so forth.

Finding these items gives you the ability to give them a story, and to tie that story to your players. That makes the loot feel special, and it incorporates it into the PCs' personal stories. In some cases, they might even become a signature piece of gear, or the characters may become so attached to the items they're reluctant to part with them even if they find something mechanically stronger.

Even better, if they don't need to hock their old stuff to be able to get more gold to buy the new stuff, then they can keep those treasures they've used without worrying if it's hampering their progress.

There are other benefits of using this strategy, as well. The first is that you no longer have players hoarding their gold coins and misering over them (to the point that they're still hunting their own food and sleeping in the wild even though there's an inn less than an hour away in a well-guarded city). If they want to spend money on getting fancy dress clothes, a house to live in, or the trappings of the treasure hunter, that isn't going to be what prevents them from getting that suit of armor they're going to need when they face that big dragon in two more levels.

Second, this prevents you from having to come up with how your players managed to find someone capable of crafting a +3 wounding short spear in the middle of forest country. Especially when they don't have the time for such an item to be made, according to the rules, as crafting objects of power isn't something you can do over a lunch break. Because sure, there are merchants who deal in specialized items (and I even made some of them for 100 Merchants to Encounter), schools of arcane learning where such crafters might be found... but it just doesn't feel as special as finding it right after you did the task for which you're being rewarded.

Hell, an industrious player might even grab the item during the fight if they're facing the ghoul king in his throne room, or fighting a dragon in the cave with its hoard.

How You Can Get These Items To Your Players


The obvious way to do this is to sit down with your players, and ask what sort of course you see their characters taking as they play (or just watching their play style to predict which items would be the most useful for their characters). Then, once you have their wish list (or a pretty good guess as to what would be on it), you sprinkle the items around the dungeons they crawl through. Perhaps the bandit captain is wielding a masterwork longsword he took from a slain knight. In a secret compartment of the crumbling Aethril Keep you find an enchanted bow made for the Commander of the Watch, and hidden away to keep his enemies from finding it.

And so on, and so forth.

There are other ways to slip your players some goodies, too. One is the idea of the legacy weapon. Because sure, when the fighter first found that sword, it was clearly of masterwork quality. However, as they fought and slew with it, something inside the sword slowly woke. Runes began to appear along the fuller, drinking in the blood it spilled. As it grows, the edge becomes keen, and the steel begins to glow a malevolent red when battle is joined. It heals the wielder, and then once it has drunk enough blood, the consciousness within it awakens to properly meet the who has broken its slumber.

Not every magic item needs to be huge and epic, though. For example, slaying the Hound of Hellfire Marsh and saving the local populace from its predations may not net you much in the way of treasure... that is, until the local lord thanks you for your service. Depending on his wealth, he may offer the party the services of his armorers, the pick of his beasts, or even give them objects that have long been held in his family, but not used in generations. A ring born by General Cassadar wrought in the shape of a shield, and which acts as a ring of protection +2, for example. Or, perhaps there's a deeper secret of a wizard takes it as a bonded item. A simple knight's brooch that, when the word is spoken, unfolds to cover the wearer in a suit of fine plate armor.

And stuff like that.

Whether your rewards come from a merchant prince, the royal family, a wizard's college, a swamp witch, or even a farmer who inherited the item from ten generations back, the point is that it feels more like a reward, and less like a purchase you just made. And there are untold numbers of ways you can make it work. Return a hatchling to its mother, get your choice of item from the dragon's trove. Free a genie from bondage, be allowed to wish for something within a limited range. Be accepted into a certain order, and get the right to wear/wield the items associated with membership.

Just remember, you don't always have to give your players exactly what they want. Make it unexpected, sometimes. Throw in some extra goodies. You know your paladin wants a holy avenger, but make him work his way up to it. You know your warpriest uses a morning star, and has all their feats specc'd for that weapon, so get creative with the kind of enchantments are on the weapon(s) they find. Your bard wears leather armor, but if they came across some enchanted mithril they wouldn't say no. Don't give them completely random stuff they won't be able to use, because then you're right back to the adventurer pawn shop. If they're employed by a powerful organization, let the rent out certain potent items for dangerous journeys, neatly side-stepping the issue of how much gold it cost them to get said item.

And, every few levels, ask them what sort of stuff they're on the look out for. Just to give you fresh fodder the next time they do something worthy of a significant reward.

If you enjoyed this bit of advice, then you might also find some value in the following posts:


That's all for this week's installment of Moon Pope Monday. Hopefully it gave some folks out there some ideas, and got the wheels turning! If you'd like to see more of my work, head over to my Vocal author page, or just go to my Gamers page if you want to see only my tabletop stuff. You could also stop by the YouTube channel Dungeon Keeper Radio where I help in bringing the world of Evora to life. If you want to get updates on all of my content, then follow me on Facebook, Tumblr, and Twitter. Lastly, I can't keep this blog running without all of your support. So consider giving me a one-time tip by Buying Me A Ko-Fi, or signing up as a patron on The Literary Mercenary's Patreon page to give me a little something every month.

Or, if you're hankering for a good read, head over to My Amazon Author Page where you can find books like my sword and sorcery novel Crier's Knife!

Friday, March 25, 2016

Just How Old Is Your Loot? Tips For DMs Trying To Spice Up Treasure Hoards

Your heroes have traversed the burning desert, evaded the traps in the bloody labyrinth, and fought their way to the throne room of the Ralthus, the vampire warlord. The undead warrior has been reduced to little more than dust and sand, and the party turns to his collections of treasures... which is around the time you start rolling on the charts, and tossing out whatever loot they find.

And you find *dice rattle* a +2 dagger, and 25 gold pieces.
If this part of the game always feels like a kink in your story's flow, you might want to take a moment to try and make your treasure feel authentic to where your party found it, and how long it's been there, instead of just rattling off a spreadsheet of valuables.

How Treasure Hoards Are Formed


Lots of creatures in fantasy RPGs have treasure hoards. Dragons are perhaps the most infamous for the practice, but trolls, ogres, goblins, kobolds, and even undead lords all have treasures in their lairs. The reasons why should be obvious, but we rarely think about it. You see, treasure accumulates either because the creatures seek out (or occasionally create) powerful items, or because adventurers have been killed by the creatures, and their enchanted items stayed where they fell.

This is the reason you find an ancient sword in a troll's lair, just laying on the floor. It's also why you find talismans of great power in the strongholds of necromancers. These items don't just magically appear when you win a fight; they represent the wealth (either purposeful or accidental) of the creatures you've defeated.

Which, as a DM, is a great storytelling hook that often gets overlooked.

Just How Long Has This Stuff Been Here?


I'm not suggesting that you lay out a hoard with the meticulous care that you do the dungeon the party has to go through to reach it. Down that road lies madness, However, by scattering a few details here and there when it comes time to reward your party, you can turn something that often devolves into a bunch of bookkeeping into a great roleplaying experience.
 
I found a WHAT now?
What sort of details could you throw around though? After all, treasure is treasure... right?

Well, if that treasure is only a few years old, then sure, it's going to be recognizable. But what about treasure that's been sitting in a hoard for decades? Or centuries? What about treasure that made its way to this hoard from a far away land, or which is from empires that don't exist anymore?

For example, let's say your mid-level party has descended into the corrupt necropolis, and smashed skulls until the dead went back to sleep, and the malevolent influence hanging over the tombs departed. What was left behind? Sure, there's probably gold and silver, but who minted those coins? The metal they're made of is good, but a coin with a face you don't recognize is an intriguing detail that will catch some players' imaginations. Especially if you can link those coins back to your world's history, or to your future plot, in some way. Perhaps there are weapons, but if those weapons were buried with the dead in ages past, what do they look like now? Are they pristine, their magic pushing back the forces of decay, or are they waiting beneath the ashes and dust to be discovered? And do these weapons look or feel different from the enchantments of today? For particularly potent weapons, especially named weapons, is the magic laced within them beyond what even the most powerful wizards could create in this day and age?

There are dozens of minor details you can add to your party's loot to make it unique, and to really bring across that the threat they defeated has not been challenged in many years. A shield whose crest belongs to a nation a thousand years in the dust, or armor whose protective enchantments are written in a dead language known only to a few scholars. A breastplate distinctive of a knightly order who is only known today in children's stories of long ago valor. Distinctive patterns of forging or creation thought lost to time (similar to the patterns of Toledo or Damascus steel) would make weapons even more unique, and give players a sense that they aren't just holding a pile of interchangeable numbers. They're holding a piece of the game world's history in their hands.

Don't Roll For The Important Stuff


Every DM has his or her own style, and not everyone is good at off-the-cuff description. Some DMs need to think things through, and write it down long before the party ever gets there. Which is fine. However, take my advice on this one; if you want to create unique descriptions for the treasure your party finds, come up with it in advance. That way you know what's in the room, and you have your descriptions primed and ready for when someone asks what they find.

Do you draw the serpent blade when you find it?
Also, if you're looking for more advice on this particular subject, check out my previous posts Alternatives to Traditional Magic Weapons and Armor, as well as How To Keep Your Magic Items From Getting Mundane.

As always, thanks for stopping in to hear what I have to say. If you'd like to help keep the content flowing, you can support Improved Initiative by visiting The Literary Mercenary's Patreon page and becoming a patron today! Also, if you haven't done so yet, you can keep up on all my latest posts by following me on Facebook, Tumblr, and Twitter.

Monday, January 11, 2016

Dungeon Crate Is The Subscription Box Service Gamers Have Been Waiting For

I've never had a subscription box service, even though I love the idea behind them. It's a little surprise to yourself every month, geared toward things you know you like. The problem I keep running into, though, is that even though there are thousands of subscription services out there, for everything from bacon and beard grooming, to horror movies and comic books, I've never come across something that grabbed me by the shoulders and yelled, "Come on, we're going on a goddamn adventure!"

At least, not until I stumbled across Dungeon Crate.

Take some initiative!
What is Dungeon Crate? Well, the simple explanation is that it's a crate subscription service geared toward tabletop gamers. That means when you pop open your monthly package, you'll get dice, set pieces, props, and all sorts of goodies that can kick your games up a notch.

The service hadn't launched just yet (at time of writing there's still nearly two days until Dungeon Crate goes live), so I reached out to Wayne Brekke, the Overlord of this enterprise. I asked him some questions, and I wanted to share his answers with you all, in case you were wondering why you should click that link and join up with the Dungeon Crate legion.

What are the sorts of things you'd like potential fans to know?


We built Dungeon Crate because we are gamers who love the various accessories that come with games. We love dice, tokens, minis, character sheets, and all the things that are out there that enhance role playing games. We thought others would like that too and we are working hard to give subscribers a monthly box that not only is more than worth every penny they spend, but also filled with items they will use on and off the game table.

What makes Dungeon Crate different from any other subscription service?


We want Dungeon Crate to be the top RPG subscription box available. The fact is, there are thousands of subscription box services, but not a lot that cater to role players and table top gamers. We will offer physical items, digital items, and exclusive items. We’ll also have an online store where folks can purchase items we create. We’re also tapping into the crafting community as it’s huge and both Bill and I are crafters and creators. So many people create terrain, paint minis, and make things to enhance their game, so we will be looking for vendors of things like brushes, paints, tools, and crafting accessories.

We have some great ideas that will make Dungeon Crate more than just a sub subscription box service. We want to create a multi-faceted business model that brings together gamers, inspires makers, and showcases other businesses in the gaming community.

Who are some of the bigger sponsors you have lined up?


We’re really focused on the smaller vendors at the moment. There are so many out there creating awesome gaming accessories. That said we are in talks with some larger vendors and will have announcements in the next few weeks. Right now we are working with Chessex, Shire Post Mint, Arc Knight Games, Knight Watch Games, and a few others.

When should people sign up?


People can go now and put in their email address to get on our list. We will be launching in a couple weeks and will publish an email to our list letting them know what day and time open enrollment will start.

Is this geared toward all gamers, or will certain people get more out of it than others? DMs, players, certain systems, etc?


Our goal is to provide a box where every product is used in some way. We are targeting players and DMs, and want to stay system neutral for the most part. We realize as adults, it’s tough to get players together, so we want Dungeon Crate to be an experience that inspires players and game masters, offering items that will be fun even in between gaming sessions.

We’re launching in January. Folks can go to Dungeoncrate.com and get on the list. Our site will be updated soon and we are planning to have an online store, video channel, and great resources for gamers. We’re also looking into an app that will offer easy access to vendors, our store, videos, as well as provide functionalities players and DMs can use in game. More on that to come!

Dungeon Crate is a small business and we’ll always be available to our subscribers for feedback, comments, and suggestions. We want to offer the highest customer service and personal experience possible.

If that doesn't get your attention, then I don't know what will. Seriously, go check out Dungeon Crate for yourself if you're not sold yet. I guarantee you won't leave without at least bookmarking the page.


As always, thanks for popping in to check out my Monday update. If you want to help support me and my blog, just stop by my Patreon page, and pledge as little as $1 a month. Seriously, it helps out more than you know. Also, if you don't want to miss any of my updates, then follow me on Facebook, Tumblr, and Twitter, too.

Saturday, October 11, 2014

All That Glitters is Not Gold: Non-Monetary Rewards For Your RPG Party

Congratulations, you've conquered another dungeon! You've defeated the Beast of Brackenbridge, slain the wicked cult that brought it sacrifices, and laid to rest the victims of this vile monster. Your reward? A magic sword, and as much gold as you can carry. Again.

Sure, I guess. If that's all they've got.
The first few times players get this reward they're ecstatic. They're low-level adventurers who've been scraping by on a few spare copper pieces, and all of a sudden they're flush with cash and armed to the teeth. But how many times can you get the same reward before it loses its meaning? Three times? Five? How long before even epic level weapons (even ones created with this unique, alternative system for making magic weapons and armor) and enough gold to buy a country just feels like a ho-hum reward for your dragon slaying?

If you really want to keep your players interested, give them something they can't buy.

What Are You Talking About?


I'm glad you asked, bold Italic text. What I'm talking about is the concept of a non-numerical reward; something beyond XP, gold, and calculated magic items. These rewards aren't found on a table, and they don't require any number crunching on your part as the DM. Despite that though, these rewards may be what players talk about for years to come when they sit down to tell people about the coolest things their characters ever accomplished.

Status


Great deeds come with great rewards, but one of the most common rewards that gets left out of any game is a promotion. Take the cleric for instance. After serving faithfully and defeating the enemies of the church it would make sense for the lowly priest to be raised up to the position of chaplain, herald, or even Commander of the Faith. The post would come with increased responsibility, but it would also come with better quarters, access to more of the church's resources, and even lower-ranking priests to delegate responsibilities to.

Personal bodyguards in silly outfits are not out of the question.
The same is true no matter what game you're playing. Modern fantasy characters might be knighted by the faerie court, and given rank and power as well as access to the world between (actually being knighted is pretty damn cool no matter what game you're running). High fantasy warriors might be granted titles and land, elevated from sell swords to lords and ladies complete with heraldry and fiefdoms to oversee. Even something as simple as being moved up the ladder from patrolman to detective (sergeant to captain, watchman to inquisitor, etc., etc.) is a reward that will add more to the story and character development than any number of mechanical macguffins.

Reputation


Actions have consequences, and one of those consequences is a reputation. Whatever a character or a party does is going to leave its marks on them and on the world, whether for good or for ill. A pious quick draw specialist who always gets the first shot off may be known as the God's Gun. An acrobatic knife fighter known for her use of envenomed blades might earn the title of the Cobra Queen, the Poison Woman, or the Pestilent Princess. A heavy-handed gangland enforcer might earn the word "iron" before his name, and a slick-talking rogue who could make you believe anything might be dubbed The Salesman.

No one asked why they called Yuri the Horn Blower.
Fame or infamy, if you have a character who's done anything then that character is going to be known for that act by someone. The bigger the actions characters take, the bigger that reputation is going to loom. At earlier parts of the campaign characters might just be known by a small quarter of a city, or maybe by a small town. Once the party really hits its stride and the tales start getting told characters should be hard-pressed to go somewhere they are't recognized (unless they take steps like not wearing signature pieces of gear, disguising their faces, or making sure that the bards telling stories give purposefully false descriptions of the characters in question).

Giving characters a reputation among certain parts of the game world makes them feel more organic. It might also mean they can avoid some fights (since no one wants to challenge the Coffin Maker to a duel), get special treatment, or be sought out by plot hook NPCs who require men and women of their skills and abilities.

Following


Anyone who gains fame will also develop a following. A knight of great renown might draw crowds to a tournament if word gets out that he'll be riding in the joust, for instance. An infamous wizard might find acolytes at her door, begging for the privilege of becoming her apprentice. Characters who have renown, good or ill, will inevitably have people who want to learn from them, be like them, and pledge themselves to that character's service.

The Bowman's Children are not to be trifled with.
Sure there are ways to gain followers mechanically. Pathfinder, Dungeons and Dragons, World of Darkness, Savage Worlds, all of these game systems and many more besides provide ways for your character to have a set number of followers. However, while characters can use these rules to buy followers, simply purchasing them can be more mechanics than roleplay oriented. This is the primary reason many storytellers won't let players use these rules to add more characters to the party; in the wrong hands these rules can be bent till they scream.

The point is that a following and followers are similar, but different. If a character has followers then that means a player has a specific set of NPCs he or she can call on, and it can put a small army at a PC's beck and call. A following on the other hand can be an amorphous pool of people who are there for roleplay purposes, but whose mechanical capacity is entirely up to the storyteller. Followers can be bought, but a following is earned as a product of roleplay and a character's actions in the story.

But What About Loot?


What about it?

Ooooh... what does this do?
No one said to stop giving players magic items, XP, and money (again though, you might want to consider these alternative systems for generating magic weapons and armor to keep things interesting). I'd be willing to bet that special items, whether they're super-science gadgets in Spycraft or enchanted steel in the Iron Kingdoms, will always be a solid present for your players. But if you want to keep them interested and striving as hard as they can it's a good idea to create some rewards tailored to fit what they've accomplished in game so far.

And for DMs who just want lower-cost loot that is worth less than a gold piece (but which is still useful while adding flavor to your game), you might want to check out 100 Pieces of Miscellaneous Tat To Find. I wrote this guide for Azukail Games some time back, and it's ideal for giving treasure that isn't really all that valuable. The original was written for Pathfinder, but there's a system-neutral version, too.

I'm not suggesting you give status, reputation, and position instead of loot... rather, try to diversify the rewards you give your players. Because these kinds of non-monetary achievements let them feel like they're having an effect on the game world rather than just playing through a pre-determined set of rails with occasional loot drops. That individual attention, and an award tailored specifically to a given gaming experience, is something you won't be able to find on a random rolling table.


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