So something I've been struggling with recently is how to reward my party after completing something significant. My instinct is the usual, magic items, money, valuables etc... But that starts to make the game feel a bit video-gamey where its all "Complete this quest to get this loot". And money hardly motivates my party because there's not to much benefit from it unless I put in a "you must have x money to bribe this guard for entry" which just feels like a tax to continue playing.
Currently in my light hearted/goofy game, my party is about to compete in a "boat race" thats more of a "battle boats" kinda thing (think Twisted Metal with boats). I spent a WHILE thinking of a less mechanically beneficial, and more flavorful reward that would still entice my players. I came up with an "Engine" that can be attached to a cart to make it essentially a "car" that doesn't need horses. They seemed to like it and bit the hook, but for the future, I'm trying to give more rewards like this
What are some less tangible rewards? or some unique items outside of the typical combat aids (weapons, armor, focuses etc...)
Well.. Picture that engine gaining experience. And growing as the party does. moving from symbioting a cart, to a wagon, to a carriage, to possibly even a ship.
Maybe at some point/level gaining woke, and the ability to cast invisible servant, and tiny servant. But the party has to help it Gain its levels by finding things to help it upgrade.
You don't only need to give the party physical rewards, metaphysical assets can be awarded as well. Answers to certain nagging questions, favors and promises of future help, new abilities and skills, et cetera. Nothing's more fun than an old NPC showing up to assist the party, or grant them the answers they need.
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"Ignorance is bliss, and you look absolutely miserable."
If you're using waypoint leveling, the typical reward for completing a quest is that you hit a waypoint, but mostly, the reward for completing a quest is that the quest is complete. Presumably, there's a reason they took on the quest in the first place. In the case of 'battle boats', well, it's the same as any sport: fame and glory.
Currently in my light hearted/goofy game, my party is about to compete in a "boat race" thats more of a "battle boats" kinda thing (think Twisted Metal with boats).
Give them a title. Every time they enter town, people use the title.
"Hey, there are the Lords of the Water! First rounds on the house, friends."
"I welcome to Lords of the Water to my humble shop. For you, a discount of course."
Other rewards that doesn't fall directly into the traditional item category cold also be
- Favours from other influential people or organisations that can be called in as the campaign progresses
- As others have suggested title - maybe even accompanied by land or buildings (and if at lower level, maybe that awarded smithy or taverns turns out to be a whole lot more run down than was originally described)
- A dungeon! It just needs clearing out first :)
- Pets (hopefully it is controllable for the new owner)
- A map that leads onto new glory and opportunity
- Shares in an expedition (a ship sailing to far shores or a caravan crossing the jungle. It might return with vast riches later on, or turn into a hostage situation)
- Access to locations not normally granted to anyone outside a select few (a great spell library - with weeks access, the wizard is transcribing like a madman, or perhaps a mercenary company's training grounds where everyone gets put through the wringer, but emerges with a new feat)
- Free services in a tavern/inn, blacksmith, whole town as thanks for their help
- Medals! (Shiny - maybe magical, maybe just really flashy, but giving advantage on certain interactions in certain circles)
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So something I've been struggling with recently is how to reward my party after completing something significant. My instinct is the usual, magic items, money, valuables etc... But that starts to make the game feel a bit video-gamey where its all "Complete this quest to get this loot". And money hardly motivates my party because there's not to much benefit from it unless I put in a "you must have x money to bribe this guard for entry" which just feels like a tax to continue playing.
Currently in my light hearted/goofy game, my party is about to compete in a "boat race" thats more of a "battle boats" kinda thing (think Twisted Metal with boats). I spent a WHILE thinking of a less mechanically beneficial, and more flavorful reward that would still entice my players. I came up with an "Engine" that can be attached to a cart to make it essentially a "car" that doesn't need horses. They seemed to like it and bit the hook, but for the future, I'm trying to give more rewards like this
What are some less tangible rewards? or some unique items outside of the typical combat aids (weapons, armor, focuses etc...)
If it helps, my party is reeeeeally unbalanced having:
Bladesinger wizard
Evocation wizard
Sorlock (fathomless/Storm)
Drakewarden Ranger
Wild Magic Barbarian
Well.. Picture that engine gaining experience.
And growing as the party does.
moving from symbioting a cart, to a wagon, to a carriage, to possibly even a ship.
Maybe at some point/level gaining woke, and the ability to cast invisible servant, and tiny servant.
But the party has to help it Gain its levels by finding things to help it upgrade.
Itinerant Deputy Shire-reave Tomas Burrfoot - world walker, Raft-captain, speaker to his dead
Toddy Shelfungus- Rider of the Order of Ill Luck, Speaker to Friends of Friends, and Horribly big nosed
Jarl Archi of Jenisis Glade Fee- Noble Knight of the Dragonborn Goldcrest Clan, Sorcerer of the Noble Investigator;y; Knightly order of the Wolfhound
You don't only need to give the party physical rewards, metaphysical assets can be awarded as well. Answers to certain nagging questions, favors and promises of future help, new abilities and skills, et cetera. Nothing's more fun than an old NPC showing up to assist the party, or grant them the answers they need.
"Ignorance is bliss, and you look absolutely miserable."
If you're using waypoint leveling, the typical reward for completing a quest is that you hit a waypoint, but mostly, the reward for completing a quest is that the quest is complete. Presumably, there's a reason they took on the quest in the first place. In the case of 'battle boats', well, it's the same as any sport: fame and glory.
Give them a title. Every time they enter town, people use the title.
"Hey, there are the Lords of the Water! First rounds on the house, friends."
"I welcome to Lords of the Water to my humble shop. For you, a discount of course."
Other rewards that doesn't fall directly into the traditional item category cold also be
- Favours from other influential people or organisations that can be called in as the campaign progresses
- As others have suggested title - maybe even accompanied by land or buildings (and if at lower level, maybe that awarded smithy or taverns turns out to be a whole lot more run down than was originally described)
- A dungeon! It just needs clearing out first :)
- Pets (hopefully it is controllable for the new owner)
- A map that leads onto new glory and opportunity
- Shares in an expedition (a ship sailing to far shores or a caravan crossing the jungle. It might return with vast riches later on, or turn into a hostage situation)
- Access to locations not normally granted to anyone outside a select few (a great spell library - with weeks access, the wizard is transcribing like a madman, or perhaps a mercenary company's training grounds where everyone gets put through the wringer, but emerges with a new feat)
- Free services in a tavern/inn, blacksmith, whole town as thanks for their help
- Medals! (Shiny - maybe magical, maybe just really flashy, but giving advantage on certain interactions in certain circles)