So, I'm trying to compile a list of non-game breaking rewards my players can draw from for being on time. Ideally small things or boons that only last the session Any ideas?
- Boon: +1 Inspiration - Boon: +5 Feet Movement Speed - Item: Map Fragment. If players collect 5 fragments(they can share) they get a treasure map. - Item: Bag of Gold Coins. A bag of 4d6 gold coins.
What about a card that grants an extra inspiration point that expires at midnight of the first in-game day (or whatever you designate) of that session? (Extra inspiration in case they already have an inspiration point they haven't used.) Basically you're giving them one luck point to use that in-game day (or week or whatever time frame you choose).
For spellcasters (re-draw if not a spellcaster) a card that gives them one extra spell slot of their highest level for X duration.
If you have a monk, a card that grants one extra ki point.
For a bard, an extra bardic inspiration for the day.
This seems like a neat little thing to do before the game, passing a small deck of random boons around the table and players comparing what they got. A great idea!
-small discount from the next shop PC visits.
-roll a hit die, gain that amount of temporary hit points that last until next long rest.
I would be leery of giving treats to people to bribe (or encourage, your choice) them for the courtesy of being on time. I would expect the gifts or boons you hand out would have to get bigger and bigger to keep their interest, which is a losing situation for you.
You already put in work away from the table for the game, they at least can on time to play. I would encourage you to not begin a session until you know why they can't be on time. Find out why it happens, then come up with a plan to resolve it.
I would be leery of giving treats to people to bribe (or encourage, your choice) them for the courtesy of being on time. I would expect the gifts or boons you hand out would have to get bigger and bigger to keep their interest, which is a losing situation for you.
I don't think it's about the reward at all, it's about making it a "game" and having a bit of fun.
There are cultures where being early is considered rude, and being a few minutes after the established time would actually be considered polite. This might also be a clear signal that this isn't the case here, and that earliness is welcome.
I really like the map fragment suggestion you have! If you're table needs these kind of incentives then I suggest more of this, where the whole group works towards the goal. It won't feel like a penalty to players who have real life happen and show up late, and when you've collected enough fragments to get the full map you can weave it into that game's session in a fun way and have it feel like a reward everyone helped earn. As your players get more and more consistent at showing up on time you can increase the number of successes they need to earn something and then give them a bigger reward, like a roll on a magic item table or inspiration for everyone at the beginning of the next battle!
Instead of simply granting inspiration, why not do the same thing with a little more flair by having your most ridiculously oversized and/or colorful d20 that you make a production of presenting to the player at the table? It's a silly idea (and a good one!) so why not lean in and turn the ridiculousness to 11?
Maybe offer the characters 1d6 uses of a one-time "Bless" as a boon that expire after the session . Or a randomlydetermined damage resistance for the session. Neither of which is game breaking, but offers a potential incentive for showing up.
Life happens. We all know that. Somet8mes you can't make a game, and may even be a no show. But when someone posts about rewarding their players to be time, I don't think its cultural, nor do I think it's about having fun.
If I'm wrong and the poster just wants to add some flair, good for them. Great idea. I'm thinking of my own method.
But if they're trying to get their players to the table on time, this is a bad idea. There should be a baseline level of acceptability, where everyone respects each other's time. If there isn't, then there won't be any after drawing a card from a deck, no matter how cool it is.
I really like the map fragment suggestion you have! If you're table needs these kind of incentives then I suggest more of this, where the whole group works towards the goal. It won't feel like a penalty to players who have real life happen and show up late, and when you've collected enough fragments to get the full map you can weave it into that game's session in a fun way and have it feel like a reward everyone helped earn. As your players get more and more consistent at showing up on time you can increase the number of successes they need to earn something and then give them a bigger reward, like a roll on a magic item table or inspiration for everyone at the beginning of the next battle!
Oh, I like the roll part. Early or on time players get to roll for a success on a group goal to get a map pieces or find a magic item shop. When party reaches the goal, you incorporate the reward into the story where it makes since, but they know it will happen. So maybe players unlock an magic item, the pick a player to get one and the player names an item of rarity X or less. That item will appear in a local magic item shop next time they find one. Multiple items just adds more stock to the shop but they still have to buy them so your not just giving them something in game for meta reasons. You letting them steer a random selection to a known one, but they still have to earn it aka buy it with gold they earned in game. Maybe they can only afford some but not others, but perhaps the item might still be in the shop for a while.
Edit, Also inspiration could be a party inspiration. Every 20 successful DC10 rolls the party gets to choose a magic time to appear in a shop, a treasure map of some kind, or a party inspiration to be use at the parties request. Dying party member on his last death save? Rolling for save versus Dragon's breath and your the only one who failed? I would allow this inspiration to be used after the dice was rolled but before the results are locked down. So for example the dragons breath you know is going to hurt, you find out you and you alone failed... maybe your party saves you a ton of damage to keep you from falling unconscious. I have 5 members at my table right now so at most they could earn something once every 4 sessions but more likely one out of every eight. That's 1 in 4 months average.... not bad, and fun stuff.
The lack of inflection in text means that a reader of any post adds their own inflection as they "verbalize" it in their head. I write long and repetitive in an effort to be clear and avoid my intent from being skewed or inverted. I am also bad at examples. It is common for people to skim my posts pull out the idea they think I mean or want to argue against or focus on my bad example instead of the point I am actually trying to make. I apologies for the confusion my failure to be clear and concise creates.
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So, I'm trying to compile a list of non-game breaking rewards my players can draw from for being on time. Ideally small things or boons that only last the session
Any ideas?
- Boon: +1 Inspiration
- Boon: +5 Feet Movement Speed
- Item: Map Fragment. If players collect 5 fragments(they can share) they get a treasure map.
- Item: Bag of Gold Coins. A bag of 4d6 gold coins.
I love everything about this.
Not much to add, but I did want to say that.
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What about a card that grants an extra inspiration point that expires at midnight of the first in-game day (or whatever you designate) of that session? (Extra inspiration in case they already have an inspiration point they haven't used.) Basically you're giving them one luck point to use that in-game day (or week or whatever time frame you choose).
For spellcasters (re-draw if not a spellcaster) a card that gives them one extra spell slot of their highest level for X duration.
If you have a monk, a card that grants one extra ki point.
For a bard, an extra bardic inspiration for the day.
An extra reaction for one turn in one combat.
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses
This seems like a neat little thing to do before the game, passing a small deck of random boons around the table and players comparing what they got. A great idea!
-small discount from the next shop PC visits.
-roll a hit die, gain that amount of temporary hit points that last until next long rest.
Awesome ideas.
A 2 or 3% xp bump. (If you do xp vs milestone)
I would be leery of giving treats to people to bribe (or encourage, your choice) them for the courtesy of being on time. I would expect the gifts or boons you hand out would have to get bigger and bigger to keep their interest, which is a losing situation for you.
You already put in work away from the table for the game, they at least can on time to play. I would encourage you to not begin a session until you know why they can't be on time. Find out why it happens, then come up with a plan to resolve it.
I don't think it's about the reward at all, it's about making it a "game" and having a bit of fun.
There are cultures where being early is considered rude, and being a few minutes after the established time would actually be considered polite. This might also be a clear signal that this isn't the case here, and that earliness is welcome.
Click to learn to put cool-looking tooltips in your messages!
I really like the map fragment suggestion you have! If you're table needs these kind of incentives then I suggest more of this, where the whole group works towards the goal. It won't feel like a penalty to players who have real life happen and show up late, and when you've collected enough fragments to get the full map you can weave it into that game's session in a fun way and have it feel like a reward everyone helped earn. As your players get more and more consistent at showing up on time you can increase the number of successes they need to earn something and then give them a bigger reward, like a roll on a magic item table or inspiration for everyone at the beginning of the next battle!
Find me on Twitter: @OboeLauren
Instead of simply granting inspiration, why not do the same thing with a little more flair by having your most ridiculously oversized and/or colorful d20 that you make a production of presenting to the player at the table? It's a silly idea (and a good one!) so why not lean in and turn the ridiculousness to 11?
"Not all those who wander are lost"
Maybe offer the characters 1d6 uses of a one-time "Bless" as a boon that expire after the session . Or a randomlydetermined damage resistance for the session. Neither of which is game breaking, but offers a potential incentive for showing up.
Life happens. We all know that. Somet8mes you can't make a game, and may even be a no show. But when someone posts about rewarding their players to be time, I don't think its cultural, nor do I think it's about having fun.
If I'm wrong and the poster just wants to add some flair, good for them. Great idea. I'm thinking of my own method.
But if they're trying to get their players to the table on time, this is a bad idea. There should be a baseline level of acceptability, where everyone respects each other's time. If there isn't, then there won't be any after drawing a card from a deck, no matter how cool it is.
Oh, I like the roll part. Early or on time players get to roll for a success on a group goal to get a map pieces or find a magic item shop. When party reaches the goal, you incorporate the reward into the story where it makes since, but they know it will happen. So maybe players unlock an magic item, the pick a player to get one and the player names an item of rarity X or less. That item will appear in a local magic item shop next time they find one. Multiple items just adds more stock to the shop but they still have to buy them so your not just giving them something in game for meta reasons. You letting them steer a random selection to a known one, but they still have to earn it aka buy it with gold they earned in game. Maybe they can only afford some but not others, but perhaps the item might still be in the shop for a while.
Edit, Also inspiration could be a party inspiration. Every 20 successful DC10 rolls the party gets to choose a magic time to appear in a shop, a treasure map of some kind, or a party inspiration to be use at the parties request. Dying party member on his last death save? Rolling for save versus Dragon's breath and your the only one who failed? I would allow this inspiration to be used after the dice was rolled but before the results are locked down. So for example the dragons breath you know is going to hurt, you find out you and you alone failed... maybe your party saves you a ton of damage to keep you from falling unconscious. I have 5 members at my table right now so at most they could earn something once every 4 sessions but more likely one out of every eight. That's 1 in 4 months average.... not bad, and fun stuff.
The lack of inflection in text means that a reader of any post adds their own inflection as they "verbalize" it in their head. I write long and repetitive in an effort to be clear and avoid my intent from being skewed or inverted. I am also bad at examples. It is common for people to skim my posts pull out the idea they think I mean or want to argue against or focus on my bad example instead of the point I am actually trying to make. I apologies for the confusion my failure to be clear and concise creates.