Rules Index | GM Screen


GameMastery Guide / Rewards / What is a Reward

Treasures as Adventures

Source GameMastery Guide pg. 113
Treasures usually appear as the capper to a successful encounter or adventure. Though their appearance may mark the end of one story, they can also serve as springboards to further events.

You can draw out the sense of emotional reward treasure brings by making its acquisition a multi-step affair. Anticipated rewards are sweeter than surprise treasures. By completing one encounter, the heroes may obtain a map, document, or verbal description pointing to a treasure’s actual location. This should be an impressive haul of cash or magic the entire group will look forward to claiming.

Alternatively, the treasure itself might be assembled from several parts, each gained after a separate encounter. Magical relics might accumulate additional powers as the pieces are put together. A group of dispersed art objects— for example, a chess set or a collection of royal jewels— may have a greater value if sold together than piecemeal. Linked treasures can unify an otherwise unrelated series of combat and exploration sequences.

Intelligent magic items give you wide latitude to launch adventures. Give the item an agenda of its own. It works to persuade its owner to perform missions furthering its goal. It might unlock new powers as its agenda is served, in effect making it a multi-step treasure. Like any influential NPC, an intelligent item may have past enemies who come gunning for it. Its owners might simply evade them, or counter by actively seeking and defeating their newly acquired foes.

Story events may be triggered not only by the discovery of items but also by their use. When the heroes solve problems using mighty magic items, the unintended consequences of their actions may spawn further adventure plots. For example, magical wishes may alter the world in unexpected ways. After unwittingly skewing the cosmic balance, the adventurers may have to undertake further tasks to put matters right.

Exit Rewards

Source GameMastery Guide pg. 113
As your campaign reaches a final climax, you may choose to lay the groundwork for story rewards that change the characters forever, bringing closure to their personal narratives. You may do this when you know a player is leaving your game for good, or when you want to wrap up the entire campaign. The latter is a natural choice as PCs reach the game’s highest levels.

Given enough advance notice, you can create a series of adventures leading to an indispensable position for a departing hero. This impressive new role in the world precludes the PC from embarking on further adventures—though the character might make occasional cameo appearances as an NPC, played by you. The exiting hero might take on political power as a king, emperor, or elected ruler. She might be granted military authority as a general, or rise to heights of clerical power as a pontiff or high priestess.

The ultimate exit reward is apotheosis, an ascension to godhood or similar immortal status. Perhaps in the wake of plane-shattering events that leave holes in the known pantheon, the heroes achieve victories so great that they depart the mortal world. Now vastly powerful but unable to intervene directly in mortal events, they accept worship, dole out divine spells to their followers, and hold court in their newly acquired celestial realms. Incorporate these new gods into your next campaign, allowing players’ new characters to worship their former ones as deities.

Be careful to avoid favoritism when concluding a PC’s career with exit rewards. Give everyone a chance to shape his favored glorious end state. Collaborate with players to successfully bring the closure they envision to their exiting heroes. If they see their characters retiring to blissful obscurity, that can be just as satisfying a reward as godhood.