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31

This system seems arbitrary to the player, because it is. There are no objective criteria to be met, and all the decisions are being made by the GM who already has huge power over the game. It's hard not to see not getting the highest reward as being snubbed. Which is not to say you can't or shouldn't ever award things this way: without trust in GM's ...


14

As you say, this house rule works well for your group. A new player objecting to a house rule they don't understand is no reason for you to change it. And they don't understand the point of the house rule. They've observed their fellow players and seen the rule's results, and are trying to adjust their actions to fit what the rule is meant to encourage — ...


13

I've had good experience with a system somewhat like this, which like Magician's suggestion focusses more on letting the players reward each other, but had as an extra criteria that you had to explain why you were awarding it. This turns out to be the key point. The basic gist was that each person at the table (including the DM) would get one token (which ...


4

I'm a fan of games that have reward systems based on character roleplaying and motivation - most of the ones I play have those baked into the rules so it's very clear how the group is supposed to use them and there really isn't questions. That said, I've found generally when you have these kinds of rules, it helps if the whole group can see what action(s) ...


1

If it's accomplishing what you want it to, then there's no reason to change it. If you want to keep a similar system in place while also not feeling like you're forcing your own RP'ing style upon this player (or any player), maybe you could ask the players at the end of each session, "which dice do you think you deserve, and why?". This could mean a better ...


1

Based on my personal opinion of how well they depicted their character There are a variety of game systems that require players to explicitly define their character's motivations and values, Burning Wheel being an example. Character advancement is then tied to how closely the characters hew to these motivations and values. If you're using a system that ...


1

Extra EXP at the end of the game is something that's very optional. I know you're using it as a carrot on a stick for your PC's, but it's a crutch either way you look at it. Honestly, it should be done away with. Role playing comes from the characters and interaction and not everyone can be expected to contribute the 110% that some people do. There are ...


1

Ok, My take on this is, that you shouldn't reward individual Players. This is a group effort and rewarding one Player over another can lead to Players competing for "the best" Roleplay and actually blocking opportunities to Roleplaying together instead of trying to do the best as a party. I have tried both approaches and rewarding the whole group allways ...



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