I have a simple solution that resolves a lot of these issues that I already loosely run as a 'house rule', although perhaps some are not going to agree with me, namely that i don't give 'complete plot immunity' to Rewards anyway!
When a player in my campaign designs a character with a Reward, I explain to them that their sword, weapon etc. is valuable and as a result will not be as easily broken, damaged etc. as a sword that they 'bought' with treasure, but that does not mean that they can then treat their Reward with impunity, assuming it will always 'be there'! I find if LM's have this attitude from the start, then players won't be so pushy or demanding about gaining other Rewards etc.
Robin S.
Passing down Cultural Rewards to other Cultures?
- Robin Smallburrow
- Posts: 564
- Joined: Mon May 13, 2013 10:35 am
- Location: Melbourne, Australia
Re: Passing down Cultural Rewards to other Cultures?
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