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GM/Player Style: Rewards & Incentives
Most RPGs include mechanics for rewards of some sort- treasure, better weapons, PC level advancement- and T2k is no different. My experience with different RPGs is limited, but from what I've seen, rewards/incentives in T2k aren't as well defined as they are in most other systems/settings.
This is due, in part, to the scarcity economy of the post-apocalyptic world. Consequently, the T2k Ref's job is a little harder than those of other RPGs. He/she has to get creative. As a T2k GM, what rewards and incentives have you included in your campaigns? What's worked, and what hasn't? Did your players respond to the proffered rewards/incentives the way that you hoped and thought they would? As a T2k player, what are your preferred rewards/incentives and why? -
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Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG: https://www.drivethrurpg.com/product...--Rooks-Gambit https://www.drivethrurpg.com/product...ula-Sourcebook https://www.drivethrurpg.com/product...nia-Sourcebook https://www.drivethrurpg.com/product...liate_id=61048 https://preview.drivethrurpg.com/en/...-waters-module |
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