Bjarkmundur
2019-04-13, 03:21 AM
One of my players has practically been begging to have an inspiration system introduced. I've now been spending some time working on its implementation, and was hoping you could maybe give me a few pointers.
My current group is my first experience with 5e. I'm currently and constantly compiling tweaks and requests to apply to my next game. Inspiration is one of the addition I'm most looking forward to.
I also decided to add a secondary reward, which is the loot pool (see below). I can imagine the group rolling a bucketfull of d4s and having a blast. Rolling a ridiculous amount of dice is fun when used sparingly :)
Can you take a look at how I'm setting up inspiration and tell me if I'm missing anything? Is there a glaring oversight?
Can this be made more fun ?
Inspiration
Players are rewarded for the gaming equivalent of “sportsman's like behaviour” where other rewards don't apply. An Inspiration is a 1d4 that can be added onto any roll. A player can only have one inspiration at a time, and he can expend his inspiration to add the die to the result of any dice roll. You can choose to roll inspiration after you know the result of a roll.
Rewarded behaviour consists of, but is not limited to
Prioritizing narrative over mechanics
Coming prepared to a session
Bringing snacks/drink/offering to chauffeur players to or from sessions.
Special notice is made of any sub-optimal course of action made to maintain immersion in the narrative.
Engaging the narrative
Being Proactive within the narrative, and actively reaching for your character's goals.
Increase immersion with creative descriptions of one's actions, thoughts, senses and experiences.
Engaging in minor-world building, in or outside of sessions.
Offering to track various information, such as map drawing, player economy, in-game connections, Loot Dice count, consumables and goals-in-progress.
In game selfless acts.
Loot Dice:
Whenever an inspiration is awarded, a loot dice is added to the loot pool. Whenever a major direct conflict is resolved, or a goal is reached, the loot pool comes into play! Minor rewards are dictated by the number of loot dice, while major loot is the rolled outcome of all accumulated loot dice. The minimum number of loot dice in the pool is equal to the group's level, and how the number affects the loot is decided by the DM. A group of goblins might carry silver pieces, a band of thieving merchant might carry gold pieces (1 gold = 10 silver), and a dragon's hoard might contain of platinum pieces equal to the rolled outcome of the pool (1 platinum = 100 silver). The pool resets at the end of each session.
Please save the "why do it" and "don't do it" posts. I don't want this to become a discussion of the pros and cons of Inspiration system, but much rather different ways to implement it and how to implement it correctly. I just want to make sure I'm using the most effective version of it for its intent.
a) Help the group focus on the narrative, creating an enjoyable experience for the group as a whole, reward players for using character knowledge over player knowledge.
b) Introduce a predictive and reliable player economy.
Do you use inspiration in your group? Do you give any other rewards for good RP and positive behaviour at the table?
My current group is my first experience with 5e. I'm currently and constantly compiling tweaks and requests to apply to my next game. Inspiration is one of the addition I'm most looking forward to.
I also decided to add a secondary reward, which is the loot pool (see below). I can imagine the group rolling a bucketfull of d4s and having a blast. Rolling a ridiculous amount of dice is fun when used sparingly :)
Can you take a look at how I'm setting up inspiration and tell me if I'm missing anything? Is there a glaring oversight?
Can this be made more fun ?
Inspiration
Players are rewarded for the gaming equivalent of “sportsman's like behaviour” where other rewards don't apply. An Inspiration is a 1d4 that can be added onto any roll. A player can only have one inspiration at a time, and he can expend his inspiration to add the die to the result of any dice roll. You can choose to roll inspiration after you know the result of a roll.
Rewarded behaviour consists of, but is not limited to
Prioritizing narrative over mechanics
Coming prepared to a session
Bringing snacks/drink/offering to chauffeur players to or from sessions.
Special notice is made of any sub-optimal course of action made to maintain immersion in the narrative.
Engaging the narrative
Being Proactive within the narrative, and actively reaching for your character's goals.
Increase immersion with creative descriptions of one's actions, thoughts, senses and experiences.
Engaging in minor-world building, in or outside of sessions.
Offering to track various information, such as map drawing, player economy, in-game connections, Loot Dice count, consumables and goals-in-progress.
In game selfless acts.
Loot Dice:
Whenever an inspiration is awarded, a loot dice is added to the loot pool. Whenever a major direct conflict is resolved, or a goal is reached, the loot pool comes into play! Minor rewards are dictated by the number of loot dice, while major loot is the rolled outcome of all accumulated loot dice. The minimum number of loot dice in the pool is equal to the group's level, and how the number affects the loot is decided by the DM. A group of goblins might carry silver pieces, a band of thieving merchant might carry gold pieces (1 gold = 10 silver), and a dragon's hoard might contain of platinum pieces equal to the rolled outcome of the pool (1 platinum = 100 silver). The pool resets at the end of each session.
Please save the "why do it" and "don't do it" posts. I don't want this to become a discussion of the pros and cons of Inspiration system, but much rather different ways to implement it and how to implement it correctly. I just want to make sure I'm using the most effective version of it for its intent.
a) Help the group focus on the narrative, creating an enjoyable experience for the group as a whole, reward players for using character knowledge over player knowledge.
b) Introduce a predictive and reliable player economy.
Do you use inspiration in your group? Do you give any other rewards for good RP and positive behaviour at the table?