Quote:
Originally Posted by Kage2020
As a quick example, from Amber DRPG I liked the idea of "player bribes."
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I allow player contributions, too. In Amber, a player promises a weekly contribution and gets points up front. Since real players have lives, I use a smaller award on a per-contribution basis. The problem I've encountered is that some players have more obligations in real life than others, which leads to drastic disparities over time unless you cap the per-session award at something reasonable.
For instance, I'm not in to painting, but if a player contributes a mini for a PC or recurring NPC, he gets a point. (He still owns the mini, the point is for making it available for use in our game.) If he submits a complete character write-up for a significant NPC (in prose and game mechanics, with a section on tactics be they melee or political), he gets a point, and he may have the opportunity to earn another point later by roleplaying that NPC in an important scene, saving me from "GM Multi-tasking Syndrome". Writing up an organization is worth 2 points, and I have a rubric of 10 points to address (frex, symbol, role, allies and enemies, important members). 2 points seems a good per-session cap. Watch out for overly-complex submissions and omni-competent NPCs or groups.
GEF
PS: I've also played in games that used Whimsy Cards, and that worked well. Not sure if you can still find 'em.