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dm_s_guide_chapter_4 [2019/05/07 12:41]
triptycho [Rewards]
dm_s_guide_chapter_4 [2019/05/07 12:42]
triptycho [Rewards]
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 It's also good to take into account the resources PCs spend recovering from Injuries and Diseases. These are much more likely to appear in the latter half of the game where enemies bestow both more freely (and the overall difficulty has climbed). Prepare to give each PC around 1 extra Wealth per level in each of the first five levels and 2 extra per level in the second five levels. Give this in the form of Valuables so the PCs can efficiently spend them on such recoveries. If you use [[fortune|Fortunes]],​ this is likely already accounted for. It's also good to take into account the resources PCs spend recovering from Injuries and Diseases. These are much more likely to appear in the latter half of the game where enemies bestow both more freely (and the overall difficulty has climbed). Prepare to give each PC around 1 extra Wealth per level in each of the first five levels and 2 extra per level in the second five levels. Give this in the form of Valuables so the PCs can efficiently spend them on such recoveries. If you use [[fortune|Fortunes]],​ this is likely already accounted for.
  
-If the players are doing poorly, you may need to inject even more funds to help out. If they'​re doing well, you may let them keep the extra Valuables as a reward for avoiding failure, but beware of having the difficulty continue to fall in this case; if the PCs are never having to recover, you may need to increase the challenge. Add more penalties to the terrain, increase the average level of the enemies a bit, and/or impose some lasting penalties during the narrative portion that slightly weaken the PCs within the next scenario or three.+If the players are doing poorly, you may need to inject even more funds to help out. However, take care on how and when you provide the awards so the players don't feel as though they'​re being rewarded for failure (or otherwise patronized). On the other hand, if they'​re doing well, you may let them keep the extra Valuables as a reward for avoiding failure. But beware of having the difficulty continue to fall in this case; if the PCs are never having to recover, you may need to increase the challenge. Add more penalties to the terrain, increase the average level of the enemies a bit, and/or impose some lasting penalties during the narrative portion that slightly weaken the PCs within the next scenario or three.
  
 That said, there'​s no need to stick slavishly to the recommended Wealth values. It's not going to destroy your game if the players get a little ahead or behind the recommendations. For the most part, players who fall behind simply have to be smarter about their distribution of Wealth, as they won't be able to improve versatility by having lots of options. A player who gets ahead is likely to just spend the extras on Karma or acquiring fun, silly things since their basic needs are already met. That said, there'​s no need to stick slavishly to the recommended Wealth values. It's not going to destroy your game if the players get a little ahead or behind the recommendations. For the most part, players who fall behind simply have to be smarter about their distribution of Wealth, as they won't be able to improve versatility by having lots of options. A player who gets ahead is likely to just spend the extras on Karma or acquiring fun, silly things since their basic needs are already met.
  
 Next: [[dm_s_guide_chapter_5|Chapter 5: Rules Judgments]] Next: [[dm_s_guide_chapter_5|Chapter 5: Rules Judgments]]
dm_s_guide_chapter_4.txt ยท Last modified: 2019/05/07 12:43 by triptycho