I am running Curse of Strahd right now, and I am running my players through Death House. For those unfamiliar, potential spoiler for Death House,
Inside of Death House, the children Rose and Thorn, have been dead for some time. The players can lay their spirits to rest by burring their bodies in the tomb in the basement.
The players will gain inspiration from this.
So when I gave that to them it was kind of a feel good moment for them. Then I noticed something interesting. In the next encounter they were fighting a monster and were just not hitting at all. I reminded the newer player of his inspiration and that he could use it for this. He didn't use it then, but on his next attack he missed again and used it and landed the hit. Then 2 of my other players used theirs and hit as well. For that encounter at least it did certainly improve the mood. But two of my other players (who are regulars) were way more stingy, they still have their's, which I personally find frustrating.
As the DM I balance my encounters according to my players' characters strengths. Sometimes I make things way harder, purposefully preying on their weakness as a party (but I try to limit the amount I do this to 2 or 3 times a campaign). In situations like that I think inspiration could be a nice tool to give the players a bit of nudge to make them feel like they can win a little easier. Or if someone is having a series of bad rolls, it is nice to give them a way to "break the cycle" so to speak. Inspiration can be useful for these things.
The only problem is, I basically never award inspiration. It is one of those things that I just forget about, and I notice most DMs do too. Even "Professional DMs" don't do it (see Critical Role, High Rollers, the Unexpectables, and many more). It is certainly a rarity out there it seems. Add to that, the handbook itself is not very helpful for reminding us to do it. It really only awards it for RP encounters, but shouldn't we be awarding XP for "social encounters"?
Then because I award it so rarely, my players feel like they need to hoard it for the "right" moment. I feel like this is a resource that needs to be expended not hoarded like a high level spell scroll, or max level healing potion. But in order to get my players to use it, I would need to show them that they are going to get it back at some point though right? Or I could just take the cowards way out, and just not award it at all.
XP to level 3 had an interesting idea for a replacement system. He deals a card to his players at the start of the session (regualr deck of playing cards). It is a simple plus something to any roll. Cards numbered 2-10 are a simple plus the value of card. Face cards are also a plus 10. Aces, turn your roll into a natural 20 (which is pretty cool). I am kind of thinking about adopting this system, as it kind of solves all the problems I outlined before. Attacks that just miss, can be turned into hits (even with a simple +2, which is worth an additional +10% to hit). Additionally they are only good for the session they are issued in, and he deals one at the begin inning of the session. So they aren't rare, and players are constantly thinking "use it or lose it."
Perhaps make it so that inspiration has a time limit. You can only use it for so long after the act that gave it, for it's only fresh in your memory for a short while.
Rollback Post to RevisionRollBack
"Ignorance is bliss, and you look absolutely miserable."
My DM for the game I play in is always forgetting about it as well, so he just instituted a new system where once per session he allows each of us the opportunity to grant each other inspiration for "inspiration-worthy" moments. It has a time limit so that it's tied to whatever act prompted the inspiration.
He basically gave us the guideline "don't abuse it" and told us only to give inspiration for things that "really deserve it". We have a group that's always trying goofy, out there stuff, so it's working pretty well seeing as there are plenty of wild or funny or "inspired" moments in most sessions, and we haven't run into the problem of:
PC 1: "I really need to hit on this attack, so i do a cool blade flourish"
PC2: "I think that was cool, I give her inspiration"
I think if we tried to do that he'd probably not allow it anyway. If you think this would work for your group then I'd give it a shot, we all like the system a bunch and it helps our DM with one less thing to remember.
The DMG default is "a rule of thumb, aim to award inspiration to each character about once per session of play." If that rule is followed, players will naturally want to spent inspiration, since it doesn't stack. It's not absurd to put a time limit on inspiration, though.
I find the inspiration rules well intended but not particularly well implemented; it's a fair amount of bookkeeping for a fairly small bonus, so it tends to get forgotten.
I award it for RPing but I also offered my players inspiration if someone writes up the session before next session. So far, all 6 sessions have been written up, in-character, by the players (they take turns).
The big problem is they are really stingy about using inspiration so several times I have wanted to award it but they still have it. And I do not let them pile up. The only exception is the write-ups... if they already have one when they do it, as soon as they use that one, the get the write-up inspiration, because I really want to keep encouraging those.
What I can't figure out is how to get my players to use their inspirations more....
Rollback Post to RevisionRollBack
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
My DM for the game I play in is always forgetting about it as well, so he just instituted a new system where once per session he allows each of us the opportunity to grant each other inspiration for "inspiration-worthy" moments. It has a time limit so that it's tied to whatever act prompted the inspiration.
He basically gave us the guideline "don't abuse it" and told us only to give inspiration for things that "really deserve it". We have a group that's always trying goofy, out there stuff, so it's working pretty well seeing as there are plenty of wild or funny or "inspired" moments in most sessions, and we haven't run into the problem of:
PC 1: "I really need to hit on this attack, so i do a cool blade flourish"
PC2: "I think that was cool, I give her inspiration"
I think if we tried to do that he'd probably not allow it anyway. If you think this would work for your group then I'd give it a shot, we all like the system a bunch and it helps our DM with one less thing to remember.
I was just in the shower and thought about the possibility of allowing my players to award each other inspiration. I had heard it elsewhere and it just re-occured to me. Yours is the first testimonial I have seen regarding the subject. I find the idea interesting but may not always be good for all groups. In mine for example I have one player who is newer to the game, I have one player who is kind of silent at times and I wonder if he is paying attention moment to moment, another player is a bit of a min maxer (so I'm curious how they would approach it). The other two I think would implement it as intended with no problem, I think the min maxer would too, and the newer player would probably grasp it pretty quickly (he is a smart cookie).
The advantage of this system is that everyone is kind of always looking for an opportunity to shine, because inspiration is a good bonus. It also could foster some more good will between the players, and may even create more opportunities for good memories.
The disadvantage I can see is the potential for abuse. Like someone doing something basically inconsequential and someone gives inspiration. Additionally, it could go too far the other way, with my players constantly competing to one up each other in order to secure inspiration.
This feels very much like a kind of Matt Colville suggestion. He puts his players in charge of various things that other DMs would never do like tracking initiative, or monster HP. Maybe this applies too? At the least it is worth considering.
Or perhaps I can let my players choose which system to try, why should I have to make all the decisions darn it, I got enough to do!
Other games with similar concepts to inspirations will often permit players to suggest that an action is worth reward, either before doing it (I think X is in character, but it's also inconvenient, so I'll do it if I get inspiration) or after (I think I deserve inspiration for that thing I did). That avoids exploit issues, but also moves the burden of tracking from the DM to the player. For example, Fate Points in Fate Core.
I am in one campaign where the DM uses Inspiration. She makes sure everyone gets inspiration at least once/session and it only lasts for that one session.
I don’t use Inspiration. Instead I give an additional 25XP/instance. Since I can award it to the same PC as often as I want in a session, I have found it to increase RP way more than Inspiration does.
Personally, I award inspiration if the player does a, "clutch play". By that I mean, maybe they made a very convincing argument that advanced the plot, AND was in character or if in the middle of combat manage to think of an interesting way to use an item. If I sit back and think to myself, "That was an amazing move" I hand it out.
At the same time, if they don't use it, I will remind them that they have it should they want to use it. I will also before or after a session comment on how I wish I could hand it out more, but some people are stingy. At the end of the day, its up to them on how they want to use it. I can't force someone to use inspiration.
If they fail because they are being stingy...well that's the game they want to play. Its not, "Legend of Zelda" its, "Dark Souls".
I've really only ever played with one DM who regularly gave out inspiration and the players regularly used it. Essentially, he reminded everyone about their inspiration regularly, and was pretty generous giving them out. Like... there was a sequence where the party had to climb down a ladder, and when someone said, "I'm going to flip over and slide down the ladder" he had them do an acrobatics check and then rewarded them inspiration just for that little bit of flair. It set the tone going forward, where people would try to add some flavor to anything they did and they were regularly rewarded for it. Knowing that inspiration was easy to get made them feel motivated to use it... there was this sense that, if you had inspiration, you wanted to use it as soon as possible, otherwise you're missing opportunities to get more inspiration in the next encounter. It got everyone trying to do cool, fun things instead of playing things safe constantly, and that extra safety net of the inspiration allowed the DM to challenge us with more dangerous foes, since we could punch a bit above our weight class with that added security blanket.
Like someone previously mentioned, the once per session, and by the end of session rule is my favorite. I believe M&M 3 has something similar that must be used before the end of a session? Or perhaps that's a homebrew rule I read somewhere else. Regardless, I adopt that rule and when given, the PC must use it before the end of a session or risk losing it.
I use option 1: inspiration to everyone at the start of each session. To use it, the inspired action must tie into their background/flaws/bonds/etc. It can be for their own roll OR to give advantage for someone else OR disadvantage for someone else. Then, to get it back, they must claim a setback (disadvantage) on a roll or story point. Again, it must tie into background. I also require it to be of some significance so they don’t just take disadvantage on a inconsequential roll.
The main reason I like this is it encourages role play and creativity and, outside of adjudication, it is something the players are responsible for. I don’t look out for it as DM.
I am running Curse of Strahd right now, and I am running my players through Death House. For those unfamiliar, potential spoiler for Death House,
Inside of Death House, the children Rose and Thorn, have been dead for some time. The players can lay their spirits to rest by burring their bodies in the tomb in the basement.
The players will gain inspiration from this.
So when I gave that to them it was kind of a feel good moment for them. Then I noticed something interesting. In the next encounter they were fighting a monster and were just not hitting at all. I reminded the newer player of his inspiration and that he could use it for this. He didn't use it then, but on his next attack he missed again and used it and landed the hit. Then 2 of my other players used theirs and hit as well. For that encounter at least it did certainly improve the mood. But two of my other players (who are regulars) were way more stingy, they still have their's, which I personally find frustrating.
As the DM I balance my encounters according to my players' characters strengths. Sometimes I make things way harder, purposefully preying on their weakness as a party (but I try to limit the amount I do this to 2 or 3 times a campaign). In situations like that I think inspiration could be a nice tool to give the players a bit of nudge to make them feel like they can win a little easier. Or if someone is having a series of bad rolls, it is nice to give them a way to "break the cycle" so to speak. Inspiration can be useful for these things.
The only problem is, I basically never award inspiration. It is one of those things that I just forget about, and I notice most DMs do too. Even "Professional DMs" don't do it (see Critical Role, High Rollers, the Unexpectables, and many more). It is certainly a rarity out there it seems. Add to that, the handbook itself is not very helpful for reminding us to do it. It really only awards it for RP encounters, but shouldn't we be awarding XP for "social encounters"?
Then because I award it so rarely, my players feel like they need to hoard it for the "right" moment. I feel like this is a resource that needs to be expended not hoarded like a high level spell scroll, or max level healing potion. But in order to get my players to use it, I would need to show them that they are going to get it back at some point though right? Or I could just take the cowards way out, and just not award it at all.
XP to level 3 had an interesting idea for a replacement system. He deals a card to his players at the start of the session (regualr deck of playing cards). It is a simple plus something to any roll. Cards numbered 2-10 are a simple plus the value of card. Face cards are also a plus 10. Aces, turn your roll into a natural 20 (which is pretty cool). I am kind of thinking about adopting this system, as it kind of solves all the problems I outlined before. Attacks that just miss, can be turned into hits (even with a simple +2, which is worth an additional +10% to hit). Additionally they are only good for the session they are issued in, and he deals one at the begin inning of the session. So they aren't rare, and players are constantly thinking "use it or lose it."
What do you think?
Perhaps make it so that inspiration has a time limit. You can only use it for so long after the act that gave it, for it's only fresh in your memory for a short while.
"Ignorance is bliss, and you look absolutely miserable."
My DM for the game I play in is always forgetting about it as well, so he just instituted a new system where once per session he allows each of us the opportunity to grant each other inspiration for "inspiration-worthy" moments. It has a time limit so that it's tied to whatever act prompted the inspiration.
He basically gave us the guideline "don't abuse it" and told us only to give inspiration for things that "really deserve it". We have a group that's always trying goofy, out there stuff, so it's working pretty well seeing as there are plenty of wild or funny or "inspired" moments in most sessions, and we haven't run into the problem of:
PC 1: "I really need to hit on this attack, so i do a cool blade flourish"
PC2: "I think that was cool, I give her inspiration"
I think if we tried to do that he'd probably not allow it anyway. If you think this would work for your group then I'd give it a shot, we all like the system a bunch and it helps our DM with one less thing to remember.
"To die would be an awfully big adventure"
The DMG default is "a rule of thumb, aim to award inspiration to each character about once per session of play." If that rule is followed, players will naturally want to spent inspiration, since it doesn't stack. It's not absurd to put a time limit on inspiration, though.
I find the inspiration rules well intended but not particularly well implemented; it's a fair amount of bookkeeping for a fairly small bonus, so it tends to get forgotten.
I award it for RPing but I also offered my players inspiration if someone writes up the session before next session. So far, all 6 sessions have been written up, in-character, by the players (they take turns).
The big problem is they are really stingy about using inspiration so several times I have wanted to award it but they still have it. And I do not let them pile up. The only exception is the write-ups... if they already have one when they do it, as soon as they use that one, the get the write-up inspiration, because I really want to keep encouraging those.
What I can't figure out is how to get my players to use their inspirations more....
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
I was just in the shower and thought about the possibility of allowing my players to award each other inspiration. I had heard it elsewhere and it just re-occured to me. Yours is the first testimonial I have seen regarding the subject. I find the idea interesting but may not always be good for all groups. In mine for example I have one player who is newer to the game, I have one player who is kind of silent at times and I wonder if he is paying attention moment to moment, another player is a bit of a min maxer (so I'm curious how they would approach it). The other two I think would implement it as intended with no problem, I think the min maxer would too, and the newer player would probably grasp it pretty quickly (he is a smart cookie).
The advantage of this system is that everyone is kind of always looking for an opportunity to shine, because inspiration is a good bonus. It also could foster some more good will between the players, and may even create more opportunities for good memories.
The disadvantage I can see is the potential for abuse. Like someone doing something basically inconsequential and someone gives inspiration. Additionally, it could go too far the other way, with my players constantly competing to one up each other in order to secure inspiration.
This feels very much like a kind of Matt Colville suggestion. He puts his players in charge of various things that other DMs would never do like tracking initiative, or monster HP. Maybe this applies too? At the least it is worth considering.
Or perhaps I can let my players choose which system to try, why should I have to make all the decisions darn it, I got enough to do!
Other games with similar concepts to inspirations will often permit players to suggest that an action is worth reward, either before doing it (I think X is in character, but it's also inconvenient, so I'll do it if I get inspiration) or after (I think I deserve inspiration for that thing I did). That avoids exploit issues, but also moves the burden of tracking from the DM to the player. For example, Fate Points in Fate Core.
I am in one campaign where the DM uses Inspiration. She makes sure everyone gets inspiration at least once/session and it only lasts for that one session.
I don’t use Inspiration. Instead I give an additional 25XP/instance. Since I can award it to the same PC as often as I want in a session, I have found it to increase RP way more than Inspiration does.
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Personally, I award inspiration if the player does a, "clutch play". By that I mean, maybe they made a very convincing argument that advanced the plot, AND was in character or if in the middle of combat manage to think of an interesting way to use an item. If I sit back and think to myself, "That was an amazing move" I hand it out.
At the same time, if they don't use it, I will remind them that they have it should they want to use it. I will also before or after a session comment on how I wish I could hand it out more, but some people are stingy. At the end of the day, its up to them on how they want to use it. I can't force someone to use inspiration.
If they fail because they are being stingy...well that's the game they want to play. Its not, "Legend of Zelda" its, "Dark Souls".
I've really only ever played with one DM who regularly gave out inspiration and the players regularly used it. Essentially, he reminded everyone about their inspiration regularly, and was pretty generous giving them out. Like... there was a sequence where the party had to climb down a ladder, and when someone said, "I'm going to flip over and slide down the ladder" he had them do an acrobatics check and then rewarded them inspiration just for that little bit of flair. It set the tone going forward, where people would try to add some flavor to anything they did and they were regularly rewarded for it. Knowing that inspiration was easy to get made them feel motivated to use it... there was this sense that, if you had inspiration, you wanted to use it as soon as possible, otherwise you're missing opportunities to get more inspiration in the next encounter. It got everyone trying to do cool, fun things instead of playing things safe constantly, and that extra safety net of the inspiration allowed the DM to challenge us with more dangerous foes, since we could punch a bit above our weight class with that added security blanket.
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I award inspiration for inspiring use of skills or RP.
Like someone previously mentioned, the once per session, and by the end of session rule is my favorite. I believe M&M 3 has something similar that must be used before the end of a session? Or perhaps that's a homebrew rule I read somewhere else. Regardless, I adopt that rule and when given, the PC must use it before the end of a session or risk losing it.
I like the stuff the angry gm published on this: https://theangrygm.com/take-the-suck-out-of-inspiration/
I use option 1: inspiration to everyone at the start of each session. To use it, the inspired action must tie into their background/flaws/bonds/etc. It can be for their own roll OR to give advantage for someone else OR disadvantage for someone else. Then, to get it back, they must claim a setback (disadvantage) on a roll or story point. Again, it must tie into background. I also require it to be of some significance so they don’t just take disadvantage on a inconsequential roll.
The main reason I like this is it encourages role play and creativity and, outside of adjudication, it is something the players are responsible for. I don’t look out for it as DM.