Showing posts with label reputation. Show all posts
Showing posts with label reputation. Show all posts

Sunday, December 15, 2024

Three Truths And A Lie (A Way To Build Character Reputation)

Whether we're playing a high-level character who comes on the scene with a huge list of deeds, or you and the rest of the table are rucking up at 1st level, chances are your characters have some kind of reputation. Even if it's just a local one known throughout the county, folks are going to know about them. They might be a leg breaker with a long rap sheet, a sorcerer whose temper tends to result in things (and people) bursting into flames, or a paladin who might be thought of as good-hearted but a little mad, everyone's story is a little different.

I talked about this generally back in The Small Legend: Character Reputation in RPGs. However, this week I'd also like to talk about a method I've used in the past. It's something you may even have done yourself... it's Three Truths And A Lie.

Most importantly... don't tell people which is which.

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Where Is The Truth, And Where Is The Lie?


Reputations are words in the wind, and different people will hear different things when that wind goes past their ears. Because of this, it makes us ask not just what our characters have actually done in the past, but what people have heard about them doing. The last time I did this little experiment was for my Pugmire character Brother Bernard. A cleric of the Church of Man, and an adopted son of a minor noble family who made their name as defenders of the city, the towering holy man was rather shy, but he was a stalwart friend.

But what did the people of Pugmire know about him? Or what did they think they know?

- Bernard has been regularly seen in the low-end dives and brothels of the city. He seems to be well-known by those who make their coin in those places.

- During the daily walk, Bernard always takes the same route which goes past the Doberman estate. Folks are beginning to wonder if this is connected to his duties as a clergyman.

- Bernard is adopted (an obvious statement, as his parents are corgis), but most thought he was a nobleborn bastard. Others, though, have suggested he's of common stock, raised through the generosity of his family.

- Bernard is not leaving the city to "adventure," but because his family is running out of money. Only through getting his hands on some sacks of plastic will he be able to keep them in the lifestyle they're accustomed to.

Which do you think is true?

There's nothing particularly outstanding or bizarre about any of these rumors, but what other players could gather from them was that Bernard was an adopted son of a noble family who entered the clergy, who seemed civic-minded, who might have some personal vices, and whose family might be struggling. Which rumors were true, which were false, and which required more context to fully understand, no one could be sure when the game began... but they had a starting impression of the character all the same.

This gives you an interesting situation, because everyone knows of everyone else, but they might not know them for sure. Is that sorcerer really a loose cannon, or did their powers get away from them once when they were still learning to control them? Did that rogue really kill all those people the sheriff seemed sure she did (and for no reason)? And is your party's cleric really spending all his free time getting drunk and sporting down at brothels, or is he going there because that's where the people most in need of help, guidance, and spiritual counseling happen to gather?

For some additional resources, consider checking out the following supplements:




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That's all for this week's Fluff post. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

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Saturday, December 12, 2020

Is Your Character Famous or Infamous? Why or Why Not?

The woman ducked under the doorway, careful to avoid the ceiling beams as she found a table against the wall. Other than her height, nothing much marked her out at a glance. Her cloak was travel dusty and worn, her boots good leather with heels that were starting to show the miles. It was her hair that drew the gaze of several people, though; black as pitch, with a bloody red lightning bolt running through it. That, and the sword at her hip. It was a short blade for her size, the sheathe wrapped in dark leather that looked charred. The cross guard was plain, the hilt wrapped in silver and gold wire. The pommel was a black iron wolf, with red garnets in her eyes.
 
A man crossed the room. He seemed wary, almost as if he were approaching a wild beast that he thought might bite him if he made a wrong move. She saw him coming, but didn't acknowledge him until he spoke.
 
"Excuse me, miss," he said, clearing his throat. "I don't mean to intrude. It's just that you look just like, well... Vanara Blacksword."
 
"Convenient, because that's who I am," she said. There was a kind of forced pleasantness in her tone, and she summoned up a smile for him. At least he hadn't added 'The She Wolf of Striken'... she'd grown sick of that particular honorific. "Is there something I can do for you?"
 
It's, umm... could I get your autograph?

Fame and Fortune in Fantasy


In the world of fantasy RPGs, our characters often accomplish great deeds and legendary feats. From dragon slayers, to demon hunters, to planar explorers, they do things the average population could only dream of. These are the people who lead revolutions against corrupt rulers, who can push back a plague with a prayer and the wave of their hand, or who transform into fearsome beasts when threatened.

And even before characters have achieved the power and skill to accomplish truly legendary deeds, they still tend to be stand outs when compared to many in their community. They're faster, stronger, smarter, more capable, or have abilities that mark them out among the populace. They may be the scions of noble families, or as mentioned in Bastards of Golarion, sometimes all it takes is being born as a half-elf, an aasimar, or another usual race to instantly be known throughout your particular town.

Ah... I see that you've heard of me.

There's a lot of ingredients going into the stew of your reputation, but it's something we should think about as it tends to be one of the more overlooked aspects of most games.

First, Ask What Your Existing Reputation Is


I've talked about this several times over the years, but it's best summed up by what I said in Character Reputation in RPGs: The Small Legend. In short, no matter what your level is, ask what your character is known for, and in what circles they're known for it. Even if you're the local farm boy hero, are you known for how strong you are? The way you can handle any animal with a few whispered words? Your dead-eye aim that wins you the champion prize every year at the fair? What are the stand-out things people know about you?

Duron doesn't talk about himself much... but a man with scars like that earned them somehow.

Whether you're playing it big or small, you need to know what the general public knows about you, if anything, and how far out that reputation extends. Then, once you've got that figured out, ask if there are any land mines waiting to come out. Maybe you served with an elite military force, but only your former comrades-in-arms and your commanders know about the stuff you did. Maybe you were a bandit, or a pirate, and you still have the tattoos of your membership hidden under your jerkin. You might have that signet ring you were given by your father when you left home to seek your fortune, but any noble house in the country would instantly recognize it even if it rides around in your belt pouch most of the time.

These aspects are still part of your overall Small Legend, so it's important to think about who knows about these less-common aspects of your powers, deeds, history, etc. If you're looking for added inspiration for stuff to add, you might want to check out some of the following:

- 100 Knightly Orders: Being knighted is kind of a big deal. Whether it's the order you belong to, or what you did to earn your spurs, this can play into your reputation and personal story.

- 100 Gangs For Your Urban Campaigns: Whether you're still a member, or you got out of that life, it's likely that people who know you for this reason will consider you infamous. Ideal for all the John Wick style characters out there.

- 100 Fantasy Tattoos (And The Meaning Behind Them): Something likely to wind up in any stories about your character is an identifying mark that ensures they'll be recognized. For those who want their enemies to know who they're facing, 100 Fantasy Battle Cries (And The Meaning Behind Them) makes an ideal companion piece.

Second, Ask How You're Spreading (Or Hiding) Your Legend


Whenever you do something, tales are going to get told about it... and the more important you are, the greater the number of stories that will be circulating about you will be. So the question you need to ask is who is telling the stories about what you're doing? And are you just letting tongues wag however you wish, or are you taking a part in trying to shape your persona in some way?

We all cast shadows... some longer than others.

On the one hand, you might be taking the Geralt approach and employing bards to spread your legend while managing your reputation. You might have road ballads and heroic poems told about your deeds, ranging from the fairly accurate to the wildly fanciful. Perhaps you have chroniclers who release the equivalent of dime novels about where you've been, and what you've done.

You might find inspiration for some of this in 100 Fantasy Bands, for those who are looking for magical influencers to boost your reputation.

Alternatively, do you have a kind of adventurer persona that you put on when you're out in public or on the job? Do you polish your armor, put on your showiest robe, or let magical energy drift out of you in subtle ways that onlookers will see and remember? You know, the sort of thing that professional wrestlers do to make themselves seem larger than life when they're in the ring, or which you see from bands like KISS and Lordi, where there's no way you'd ever recognize them out of their stage persona just hanging out at the bar?

While you don't have to go full vigilante with it, this approach is very similar to what I talked about in The Onion of Secrets. It also helps ensure that your average, everyday flubs, mistakes, and slips of the tongue get ignored, because no one who sees you out of costume will know you're really you. Or, to quote a famous Hollywood persona, "With these sunglasses on, I'm Jack Nicholson. Without them I'm overweight and 40."

What if you just want to be a face in the crowd?

For those who want to go in the opposite direction, it's important to think more like a covert operative than a traditional hero. If you don't want people to know about your deeds, good or bad, then stealth is going to be your best friend. Making sure you're neither seen nor heard when you sneak into the fortress to rescue hostages, or assassinate the necromancer plaguing the region, or setting a fire that breaks the back of an army laying siege, is the best way to keep yourself on the down low.

If you really want to play a game with it, though, you could also create a false persona that your deeds (and possibly those of the whole party) are ascribed to. If you're an average-looking merchant with boring wares to sell, no one would ever think you were the infamous Nightblade, an assassin who has taken the heads half a hundred petty despots across the region. And if the story is told and retold often enough, even if it was revealed that Nightblade was actually a mask to hide the activities of an entire guild of assassins, it's possible many people simply won't believe it.

When the legend becomes bigger than the facts, people often believe the legend.

The Benefits (And Drawbacks) of Fame and Infamy


This is more for the GMs out there to keep in mind, but it's something the players should be concerned about as well. Because your actions will add to your unfolding story, and that can affect the way you're treated, and the sort of opportunities you have (or don't have) as your game continues.

Yeah, I know you are. Take your money, and get out!

This can manifest in ways big and small. For example, if your character is known to have the power to heal, then you may find there's a steady stream of people asking you to help them mend their bones, cure their diseases, restore their sight, or to perform other miracles. Doing so will certainly increase your reputation, but it could also act as a counter to negative rumors that you're a heretic, or about how you're nothing more than a mercenary who won't lift a finger if there's no coin in it for you. If you're known as a fierce fighter, then when monsters attack the local area, people are more likely to seek you out for aid. And if you're a known criminal, you're a lot more likely to be met with suspicion, and general hostility. It's also not unlikely that any time there's a theft, a murder, or some other heinous offense that the constables beat a path to your door first to make sure you can account for your whereabouts when it happened. And if there are tales swirling about your blood lust, or the dark gods you supposedly made a bargain with, you may need to prove you're not a threat before people trust you.

If your reputation grows large enough, you may even find that enemies either surrender without a fight. In other circumstances, they seek you out to prove how tough they are. If it gets bad enough you might even be able to weaponize your infamy, such as by convincing the servants of an evil cult to take you to their leader if they believe the rumors about what a black hearted bastard you are, only to realize too late that the rumors are far from true.

At the end of the day, fame and infamy are sort of like the weather. In a lot of games, it's easy to forget about entirely unless it actually impacts what you're doing in a meaningful way... so consider making it just one more aspect that your players need to pay attention to as the story unfolds.

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That's all for this week's Fluff post!

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 alley cat thriller Marked Territory, my sword and sorcery novel Crier's Knife or my recent short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, October 12, 2020

Game Masters, Make Sure The General Populace Actually Reacts To The Party

The figure came in from the mist like a spirit out of some dark tale. With shoulders like battlements, and a black, ragged cloak drawn up against the mist, his black mail was visible to all those who cared to look. The steel was hard-used, but more than that, it was wound through with symbols that hurt the eye to follow. Even those who couldn't read the runes could feel the palpable air of violence baking off of the armor, and of the warrior who bore it. His right hand was encased in a steel gauntlet covered in wicked looking spikes, and the hilt of the sword bore a blood ruby; the symbol of a champion of the Dread Lords.
 
The dark warrior's boot heels rang like a knocking on a coffin as he entered the inn. The innkeep, a florid-faced man, looked up with a smile on his face.
 
"Hail, traveler," he said, smiling cheerfully. "Will you be needing a room? If so I have fair rates, but no funny business or I'll have you out in the street, mark me."
 
The warrior glanced around the room. The maids continued on their routes. The drunks kept on drinking. One man with ragged hair and beard stubble glared at the black-garbed nightmare, and shouted a challenge at him. The figure frowned, shook his head, and sighed.
 
"How many towns like this do I have to slaughter before you have my character's reputation precede him, Jerry?" he asked, taking out his cursed blade.
 
Because I will seriously do this until you give me some goddamn respect!

The Setting's Reaction Matters (So Tailor It Appropriately)


Anyone who's ever played a video game has had that experience where the reaction of the characters around you just doesn't fit the character you're playing, or the actions you've recently taken. Maybe you just murdered five town militia in the street, yet when you walk over to the merchant he gives you the same stock line as always, and is more than happy to sell you whatever you need as you stand there covered in blood with cooling bodies no more than half a dozen feet away. Maybe you exude black shadows from your eyes, and your hands are constantly dripping blood from your dark marks of devotion to the lords of slaughter, but for some reason every farmer-turned-bandit thinks you're an easy mark.

It breaks our immersion, but in a video game we sort of accept it. There's only so many reactions you can program into characters, after all. But in a tabletop game, this is a major sin that I've seen over and over again in genre after genre. My fellow game masters, I entreat you, please make sure the setting reacts to the PCs as individuals. I guarantee you that the energy you get out of your players is going to make it more than worth the effort.

Those are nasty bloodstains, friend. Care for a shoe shine?

Now, to be clear, I'm not saying reactions always have to be positive, or that they have to be big and showy. They simply need to be individual, rather than a canned response that will read the same no matter which member of the party is stepping up to the interaction.
 
Even more importantly, the reactions need to be based on what the NPCs see, what knowledge they might have, and what signals the PC in question is putting out. So take into consideration every aspect of a character; what they look like, how they act, what their reputation is (more on that in Character Reputation in RPGs: The Small Legend), and even if they're bearing badges or arms that would send signals to a particular NPC that they need to modify their behavior. Hell, just being prettier or more fearsome can tip the scales one way or another.

This Applies To Every Aspect of The Game


Whether the party is walking into a store to make some purchases, having a night at the inn drinking, facing down bandits on the highway, or riding up to the lord's manor to present themselves, the world needs to react to how the decisions they make and what actions they take. Because it is that response that shows the players' actions matter, and that there will be consequences for the things they do... or don't do.

The lord recognizes your livery, and greets you with respect.

As a for-instance, take the character of Asurai Vaile. An enchantress who works her arts subtly, all that's known about her to most is that she's a diplomat who appears to have wealth. Most think that her bodyguard Murdak is the true threat. It isn't until things go sideways that their enemies realize she's a self-taught wizard, and at that point it may be too late for them to correct their course. By keeping her spellcasting on the down low, and relying more on subtle spells and raw skills, Asurai wouldn't be known as a great wonder worker to many people. They would likely respect her position, her money, or both, but the deference wouldn't be due to her powers unless the character in question had some reason to know about them (they'd spied on her, rumors were circulating, or perhaps she'd had to unleash a spell to defend herself publicly in a recent assassination attempt).

At the other end of that, though, is Murdak. An imposing orc with the unique trident-shaved hairstyle, he's marked out as a master of the Three Mountain Storms style. Even those who don't recognize that hallmark would be able to feel the static charge in the air from his falcata Thunder Fang, and note the tattoos encircling his arms and creeping up his throat. Everything from how he moves, to the scars on his hands, to the mystic weapon at his hip, marks him out as someone who is not to be trifled with. NPCs who should have knowledge of what his markings mean should address him appropriately (others trained in that fighting style, those who are from the area where it is well known, etc.). Even those who can't read the marks and know their specific meaning, though, should be able to assess the threat Murdak presents, and to treat him appropriately. Potent warriors, high-level spellcasters, or NPCs who believe their position insulates them from violence may still be dismissive, or attempt to goad him, but that should be because it's in-character for those NPCs to act that way, not because they would have delivered the same lines to whatever party member they happened to talk to.

Different aspects of a character are going to hit differently depending on the circumstances. A full-blooded elf in a place where elves are rare may be greeted as far more important than they are, with people treating them almost like a comet or a famed celebrity; someone to be seen before they vanish again. They might even have backward beliefs about how elves bring good luck, or that they can grant wishes, simply because the populace has never seen one and have only stories. Someone bearing the badge and regalia of a well-known knightly order may be able to overcome trepidation or suspicion that would normally fall on an outsider, especially if the individual bearing the badge is bizarre, unusual, or even monstrous in their appearance. The same goes for someone wearing a noble's livery or a guild uniform, marking them out as a person who has the protection of a patron.

And that's before we get into things like the raw, physical size many adventurers boast (or don't boast in the case of gnomes, halflings, and other small races), what auras they may have, what powers they do or don't display, and how common people with those abilities are in a particular area. If sorcerers are a dime a dozen (as they might be in a city that boasts a mage's college) then one more arcane caster isn't going to be that big of a deal. In a town where magic is mostly something you hear about in fairy tales, then even a cantrip is going to be something to drop jaws.

It may sound hard to tailor every interaction, reaction, etc. to the party, but it's an easy habit to maintain once you get into it. It also helps you get more into the perspective of the NPCs you're portraying to ask, "What do they see? How does this make them feel? Are the excited? Afraid? Awed? Dismissive? Disbelieving?" Because it's the little things that make the game really stand out, and which will keep your players' enthusiasm running throughout a campaign.

Additional Reading and Inspiration


For GMs and players alike who'd like some flags to add to their characters to help clue-in the world around them, you might find the following supplements by yours truly to be of-interest.

- 100 Knightly Orders: As it says on the tin, 100 orders complete with their flavor, history, and often times a touch of heraldry. For those who are less noble, you can get the same inspiration out of 100 Random Mercenary Companies.

- 100 Gangs For Your Urban Campaigns: Out in the wilds they're called bandits, but in cities we call them gangs. If your PC used to run with a particular outfit (or still does) then what colors do they wear, and how does the population of the city react to them?

- 100 Fantasy Guilds: If you're a guild rep, that's going to carry authority depending on the size and strength of the guild in question. So whether you're a Witcher or a tax collector, this supplement has all sorts of organizations you could add in for membership, and public reaction.
 
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Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, 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 cat noir thriller Marked Territory, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

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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