Hi there,
I’ve been scratching my head about a couple of things lately and it’s been impeding my ability to write. They seem like small things, but I am trying to attain some specificity.
The issue is that I do not want the criteria(s?) be too vague. I know the power lies in the hands of the Dungeon Master, but without a general direction for all players then relativism can make some people feel scammed. So, if you guys could help out then I would be thankful!
When to reward the Hero coin?
I don’t really want the Hero coin to be a personality mechanic like Inspiration. If forcing players to role play what’s on their character sheet, then isn’t it as much of an issue as pushing skill buttons?
And I feel that asking the players to willfully take disadvantage on a check for a Hero coin is a bit of a bad idea, especially when every round counts. Especially if, at the end of the day, it’s to just gain advantage later. Also, if doing something badass is risky, then why should we reward it only if the check is successful?
So, what would be concrete criteria for a DM to follow to reward the Hero coin?
Experience
I’ve been immensely inspired by Godbound to simplify Experience. But the criteria to reward Experience by Godbound’s standard is pretty vague past the first point. It reads as follow:
A session’s XP award starts at one point, for the players simply showing up and playing. The GM adds another point if they successfully obtained a situation’s draw or dealt with its threat, what the PCs might recognize as having “succeeded” at the evening’s adventure. A third point is awarded if the PCs were engaging a challenge that was a serious test of their abilities, opposing an enemy or situation that was perhaps beyond them, whether or not they successfully overcame it.
What is a situation’s draw? Who or what determines that something is even a situation? And challenges need to be designed, but what can determine if it did its job right, even if players took six turns to beat it?
So, anyway, I’m keeping the first point because I think it’s great to just give Experience to the players who come to your game. I’ve also changed one of the criteria to:
If you’ve gained Renown this game, you get one (1) experience point!
It may seem vague, but what’s cool about it is that Renown is tied to factions, politics, patrons of quests, so it is only vague until the players get a quest or can figure out the desires of NPCs. It forces the players to investigate and interact with the world, but in a good way.
What concrete criteria can I replace the last one with? Do you guys have ideas?