Real Examples of Inspiration

Post/Author/DateTimePost
#1

Ramzour

Oct 24, 2014 1:05:24

Hi! We've had a number of threads about Inspiration lately and it got me thinking, so I have some questions for you all.

 

For what Player actions have you awarded Inspiration Points in your games? 

 

How do you manage Inspiration Points at the table? Does the DM decide and no one else? Do you open it up for the Players to vote? Do you let the dice decide?

 

Do you use a physical props or tokens to represent Inspiration Points?

 

Do you have a clever system for awarding Inspiration Points?

(Example: At the start of each session, there are X Inspiration Points available to be given out. The players, not the DM, award Inspiration to each other instead.)

 

Specifically, I'm looking for REAL examples that have actually come up at your table. I'm not looking for theorycrafting or whatifs. I'm looking for real examples of your players earning Inspiration.


Let us know how you do it!

#2

pukunui

Oct 24, 2014 2:07:31

I'm using Plot Twist Cards in place of inspiration, but I'm still handing them out for roleplaying to your PC's traits. Some examples:

 

One PC is "easily distracted by shiny things", so despite the player seeing that the black ice is bad, she's still got her PC hoarding the stuff. I gave her a card for that.

 

Another PC is a 12 year-old street urchin bard with a fear of abandonment. I've given him a couple of cards for playing that up.

 

I also gave a card to a player when she made a really good joke, and I gave one to another player when he took the time to write up a detailed plan for the other players to consider.

 

My rule is that, as with inspiration, you can only have one card at a time. If you don't use it by the end of the session, you lose it.

#3

Ramzour

Oct 24, 2014 4:40:49

pukunui wrote:
#4

iserith

Oct 24, 2014 6:47:00

Taking a page from Dungeon World, I use this approach to awarding Inspiration:

 

Show

When you reach the end of a session, reduce your Inspiration to 0.

 

Choose one of your character's traits, ideals, bonds, or flaws that you feel you demonstrated well during play and describe it. Then mark Inspiration.

 

Next look at your alignment and compare it to the alignment descriptions on page 34 of the Player Basic Rules. If you feel you demonstrated your alignment well during play, describe it and then mark Inspiration.

 

Now, think about your relationships with the other characters. Choose one of your relationships that you feel is resolved (completely explored, no longer relevant, or otherwise). Ask the player of the character you have the relationship with if they agree. If they do, mark Inspiration and write a new relationship with whomever you wish.

 

Then answer these three questions as a group:

 

  • Did we learn something new and important about the world?
  • Did we overcome a notable monster or enemy?
  • Did we loot a memorable treasure?

For each "Yes," give details then mark Inspiration.

 

Normally, you can only have one Inspiration at a time. For this house rule, you can have as much Inspiration as your proficiency bonus. Just remember to spend 'em during play!

#5

sleypy

Oct 24, 2014 7:22:12

I have handled inspiration multiple different ways here is the list.

 

I ran a one shot of The Rose of Jumlat at my meetup group even called the Crimson Boar.

 

  • Players could donate to the meetup group and purchases re-rolls that were clips of varies forms of  "bacon." (sir nicholas bacon was my favorite one btw.)
  • I removed the limit on inspiration.
  • There is a rule in Al-Qadim that lets you call for divine favor, but the consequences were that if you failed (highly possible) you got the evil eye. Zakhara is the land of fate so I had a scale that was basically players combined inspiration pool vs the Evil Eye pool.  If a player called for divine favor the pools would modify the percentage roll.
  • I gave inspiration for roleplaying their traits, coming up with interesting ways around situations, and actions that were honorable or glory to 1001 Adventuring Guild.

 

Generally, I'm running my games I have doubts that I am doing things fairly; I have seen and have done unfair distribution of bennies, fate points, etc.  So I try to do the follow to keep things fair and consistent.

 

  • I have a list of campaign traits that I will reward to set the tone for a particular game. These traits are in addition to the player characters personality, bonds, flaws.
  • I wait till the end of the current encounter to award inspiration to avoid rewarding only witty one liners or a single action.
  • I will tell the player why I'm giving inspiration them and will take feedback on the distribution of inspiration.