Rewarding Behaviour

As I’ve probably mentioned a dozen times recently, I’m running a more sandbox campaign after years of Adventure Paths and/or pre-published adventures. Which allows me more time to explore the backstories of my player’s characters, rather than those details be ignored in favour of the rigid, unforgiving plot of the storyline adventure, with it’s inconsiderate ignoring of my player’s origins.

Fulfilling player-centric quests is a solid way of awarding treasure – such as magic items – or unique boon, such as specialized training, a title, or small perk. However, this greatly favours players who can create interesting backstories with interesting adventure hooks, and whose pasts and personal goals fit the campaign. Players less interested in interesting backstories will find the spotlight on them less frequently and receive fewer boons.