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Sunday, June 25, 2023

Rewards of Social Encounters: A TS&R GMG Excerpt

 I finally finished my chapter of the TS&R Game Master Guidebook dealing with social exploration (whether in towns/cities, or in dungeons). This is the final bit, on giving rewards for this sort of play. I used to think (maybe I still do?) that the in-game rewards were adequate for this, but since XP drives the type of play that players engage in, it helps to have some guidelines for awarding XP for talking through the monster encounters. 

I say 'maybe' above because I do award full monster XP for creatures encountered that the players engage with but pacify, scare off, or talk their way out of an encounter with where no combat dice get rolled. In the past, I only gave XP for creatures defeated in combat. I'm still not giving the goal-oriented awards to my group, but I may give it a try. Anyway, here's the excerpt. If anyone has feedback or suggestions for improvement, I'm all ears! 


Rewards of Social Exploration: Traditionally, the rewards of social exploration are in-character rewards such as new information about the setting, alliances with NPCs or monsters, or avoiding hazards (such as combat). Experience points were not considered necessary, as the rewards listed above are intangible but significant, at least in long term campaign play. However, the GM can easily award XP for social encounters in which the PCs achieve their goals if they wish to encourage more of this sort of play.

For encounters with monsters or NPCs that could easily have become combat encounters, the GM may award the monsters’ XP value for successfully talking, bargaining, or deceiving their way out of the encounter. In order to avoid abuse, it is suggested that the reward only be applied once per adventure for each group of opponents “defeated” in this way. Continuing to deceive, intimidate, or negotiate with the same monsters or NPCs over and over again in short order does not provide much experience.

For encounters where the PCs gained useful information, made new friends, fulfilled duties, got a feel for a new city, or similar types of social exploration, the GM may wish to provide individual bonuses of 100xp multiplied by the level of each PC for that game play. This bonus XP should be rewarded for the entire session’s play, not for each individual encounter. If the PCs somehow made a profit or managed to gain some treasure from their social exploration, they should earn 1 XP per 1gp of value, as with loot from dungeons.

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