SHDRAGM: Incentives


Written by Capt'n Quaalude (contact me)

HTML by my wife Robin


Incentive Table

"We're not doing it just for some money ... We're doing it for a shit load of money!"
-Lone Star, "Spaceballs"

OK, you got the basics, now onto why the players are going to adventure. Did you think it was going to be just for the fun of it? Well, for some, but for others it will be "What's in it for me?" Don't know what's in it for them? Roll on the Handy Dandy Incentive Table!

Incentive Table (1d10)
1 - Allies
2 - Experience
3 - Favor
4 - Influence
5 - Knowledge
6 - Material Wealth
7 - Patronage
8 - Power
9 - Survival
10 - Training

Allies - Reward the players with low friends in high places. Or perhaps contacts, or the retainer or two.

Experience - Experience points are what they come for, so don't over look the obvious reward. What I recommend is you crank it up so they earn something extra. Perhaps an extra "great danger" point?

Favor - Nothing beats a favor for getting your butt out of a sling. Give them a one shot favor to someone powerful so they can cash it in later.

Influence - This is either an increased reputation or simply they have more control over something. Perhaps control over a company or influence over a group of mortals. Perhaps it's increased status, or status in a group say, +1 Status: Were chickens.

Knowledge - This comes in three types: lores, dirt, and savvy. Lore is a knowledge you came give them, say vampire lore or paradox spirit lore. Dirt is blackmail, plain and simple. Let them know someone's dirt to use against them. Savvy is knowledge about What's Going On. What's a Corax? What's that thing that ate my ghoul's liver? That's a lore. Sharon's favorite rock band is Death Tongue, That's savvy. Knowing more about people.

Material Wealth - Never underestimate the possibility of raw cash, or guns, or quintessence, or STUFF. People in the real world like stuff, so too do PCs.

Patronage - This is the backers/mentor reward. Someone or something likes the PCs and is willing to help them. Advice, hints and suggestions are useful to any GM, so when possible this is a wonderful reward.

Power - Never underestimate raw unbridled POWER, either. New powers, magical items, diablerie or just plain raw elemental energy of the universe is a wonderful incentive for any player.

Survival - Don't forget Survival! Nothing makes someone work harder that the promise of your continued existence in the face of death/oblivion/vivisection/Hee Haw reruns.

Training - And last but not least, is the catch all, training. Improve their skills, talents, or what have you.

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