Change to my DM reward system

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Zombie
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Change to my DM reward system

Post by Zombie »

After a bit of thought I have decided to change the way my reward tokens are awarded. Currently they are a single item that I change the description of each time a new token is earned. This is a bit of a pain to keep on top of, so I have decided that I will instead give out an item for each token earned. While this will be inconvenient for characters with a lot of stuff in their inventory, I think that over all it will work much smoother. Existing tokens will be converted over.

I will also revise and post a basic list of what you can redeem the tokens for.
Grovel puts the P in swimming pool.
Small in stature, large in power, narrow of focus and wide of vision
My play/DM times: [url]http://www.ysgard.org/viewtopic.php?highlight=play&t=7671[/url]
Akai
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Post by Akai »

Stackable items! ...and remember weight reduction..!!!
Zombie
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Post by Zombie »

So! thinking more about 'things'. What do people think of the idea that tokens for each plot/event are different. o you may fine enchanted fairy dust, exotic metal ingots, tears of an angel etc. Those things then get combined together to upgrade an item. It will make the process slower but I think it would make things seem more 'real' Would a collection of stuff be annoying? The process would be a sort of quasi crafting with the onus on the player to decide how the various items would work together and what they might do.

I also think it might be better to be noticeably more expensive to buy a new item rather than upgrade or modify an existing item. I may even go one step further and allow 'upgradeable' items to be purchased and those are easier to upgrade than exiting items. How does that sound in general?
Grovel puts the P in swimming pool.
Small in stature, large in power, narrow of focus and wide of vision
My play/DM times: [url]http://www.ysgard.org/viewtopic.php?highlight=play&t=7671[/url]
Moonyju
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Post by Moonyju »

I'm not too sure what you mean by purchase?

As for the rest... Sounds interesting, as each item could represent the plot it was earned in, in a way. And that's always fun! My main concern, though, is for characters with weight and/or space constraints. =)

Depending on the items needed to upgrade an existing item (how many and such), having several "tokens" could get bulky fairly quick. I like the "quasi-crafting" idea, though. =) Gives the player a chance to get something they need using what they have.
Zombie
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Joined: Tue Oct 19, 2004 9:35 pm

Post by Zombie »

The more I think about a quasi crafting idea, the more I like it. The idea is that at the end of an event or plot you would receive a ‘token’ which is a rare component of some sort. Examples being an ingot of fey metal, golden thread, strands of enchanted spider silk, thank you note from Thor, finger bone from saint zombie. The items them selves would have a loose tie to the story of the event where they were gained. The items wouldn’t be plot so they could be traded with other characters and stored in p-chests until needed.

Once you had some items, it would be up to you how your character uses them, dependant on what sort of item they want. To do this you would contact me with the tokens you have, what result you wanted and how you thought you might get there. We would then work together and either run a mini event or over PMs to sort it out.

The idea is that you would need to think about how the tokens you have can be related to the item that you want. If you couldn’t see a relation then you could trade with another player or perhaps offer the token to an NPC in exchange for their services. The reward for the extra effort would be an item with a nice name and or description and perhaps a few little treats on it as well. Oh, and increased zombie time.

Of course you could just go meh at the idea and say you want a +2 ring instead of a token and that’s fine too.

So the options would be to RP some interaction to get something a little more custom or to handle it ooc for a quick and easy upgrade.

How does that sound? Would some examples of what i'm thinking of help?
Grovel puts the P in swimming pool.
Small in stature, large in power, narrow of focus and wide of vision
My play/DM times: [url]http://www.ysgard.org/viewtopic.php?highlight=play&t=7671[/url]
Akai
Wearer of the Holy Pants
Posts: 1725
Joined: Fri Nov 03, 2006 9:09 pm
Location: Martinsburg, WV

Post by Akai »

Sounds good :) I would still recommend keeping in mind small, stackable, and weight reduction where possible; not everyone has a P-chest, and some Avlis people lose things in P-chests.

Ooh! or maybe these components also have minor use-per-day powers that make them handy to keep around until they're used to craft something.
Zombie
Veteran DM
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Joined: Tue Oct 19, 2004 9:35 pm

Post by Zombie »

I agree weight reduction is important, as is as small as possable. Stacking wont work very well as there is a limited set of available icons to use, and it would give me issues with renaming existing tokens. Also I don't imagine people would be holding on to lots of the same kind of token so stacking would be of little benefit.

Minor powers would be tricky as it would need to be useful, but not very useful and different to other items. It would be cool though!
Grovel puts the P in swimming pool.
Small in stature, large in power, narrow of focus and wide of vision
My play/DM times: [url]http://www.ysgard.org/viewtopic.php?highlight=play&t=7671[/url]
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