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Quest rewards


Adaras

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1 hour ago, Adaras said:

Hiya Everyone

Are there any good rule of thumb for how much to reward players for adventuring? 

It might work to relate it to yearly income. And unlike in D&D, it's not really expected to be fair and balanced, although if you do a good deed for a community, you're likely to be rewarded that way.

Edited by Akhôrahil
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If you want to have fun, you can have them bring back quite a lot of treasure to the quest giver, who then distributes some of those gains according to the PCs loyalty score to him rather than as a compensation for their efforts, which might be rewarded in reputation instead.

Imagine a party receiving an epic poem in reward, possibly by a well known poet or skald...

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Telling how it is excessive verbis

 

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1 hour ago, Adaras said:

Are there any good rule of thumb for how much to reward players for adventuring? 

It depends on the nature of the adventure, bearing in mind that most will have experience checks for the end of season.

otherwise:

  • Reputation (see Reputation gains 237-239)
  • May be special service for a temple, guild or other organisation. So access to training, spirit magic or rune spells.
  • Rank (given by appropriate leader for services)
  • Property (a stead or hides of land, or herd or orchard equivalent)
  • The possibility of taking loyalty to a new person or organisation.

If they've got loot, my players give it to the merchant, who can sell it on and give either goods in kind or in some cases cash. (the merchant keeps 10% per occupation). 

Have a look at any of the published adventures as they have some examples of the list above.

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Rule of thumb ... RQ2 Chapter IX gave Treasure Factor, which is a function of how formidable the aggregate of opponents are.  But IMHO we have gotten away from that, we're not playing D&D, RQ is no longer "Kill da monsters and take their treasure",   for that you play the Munchkin series. 

The intent in RQiG seems to be to use more social rewards:  The successful adventurers are first accepted in the community, then get rank in the community and the cult, and loyalty from and to the community, and they also get non-monetary rewards such as training (magic an non-magic) which helps improve the characters.  I think of the players' generic goals as improving their characters and being a better follower of their cult / their god.  Rank in the community and the cult gives them more challenges, more adventures, and so it goes.

 

Edited by Squaredeal Sten
the "generic goals' sentence
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2 hours ago, Squaredeal Sten said:

Rule of thumb ... RQ2 Chapter IX gave Treasure Factor, which is a function of how formidable the aggregate of opponents are.  But IMHO we have gotten away from that, we're not playing D&D, RQ is no longer "Kill da monsters and take their treasure",   for that you play the Munchkin series. 

Treasure Factors are still a good way of determining how much treasure a band has.

Most of the NPCs written up in the Jonstown Compendium  have some treasure on them.

Adventurers can take their stuff or not, it is all a matter of choice.

 

Simon Phipp - Caldmore Chameleon - Wallowing in my elitism since 1982. Many Systems, One Family. Just a fanboy. 

www.soltakss.com/index.html

Jonstown Compendium author. Find my contributions here

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On 8/30/2021 at 7:53 PM, Adaras said:

Hiya Everyone

Are there any good rule of thumb for how much to reward players for adventuring? 

The issue is a fraught one in RPGs in general.  Every GM has a tendency to over-reward their players, and this is a  problem that doesn't only apply to RQ, but has been around since D&D was Chainmail the wargame.  The answer is to opt for realism imo.  If it is in the room, if the player characters can find it, and if they have the means to carry it away and sell it, then it is part of the reward.  As such, unintelligent monsters won't have much loot, and the GM will have to make more intelligent monsters more dangerous to compensate.  Also, intelligent monsters can often make a good go at running away with loot.

As a side issue, once I had my Call of C'thulhu players fighting a witch, and they managed to beard her in her witches kitchen, and eventually they managed to defeat her.  The treasure was not so obvious.  There were plenty of dried herbs and body parts.  There was her book of shadows.  There was her cauldron, athame and her magic flute, as well as a cursed familiar summoning ring.  Most of the party divided up the pitiful spoils, but one gangster character asked me, by note, about the provenance of the furniture, as he had an antique dealer contact.  As it turns out, it was all colonial era antiques and worth a small fortune to the right buyer, and all the other players had ignored where the money was.

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