Rewarding Your Players
When I first sat down to write this, I was planning to focus mostly on magic items and specialty gear—how to hand them out and keep things balanced. But the more I thought about it, the more I realized that I reward my players all the time in ways that aren’t always obvious, and not always tied to loot or gear.
So, let’s start with the classic rewards, then move into the more subtle ones that may require a little extra clarity or emphasis to make sure your players recognize and appreciate them.
Classic Rewards
Experience (or however your system tracks progression):
XP is one of the most direct ways to show players they’re making progress. I tend to use milestone leveling in most of my games, even in systems that use experience points for advancement or purchases. While that removes the option for small, incremental rewards, it lets me highlight major achievements with big, story-driven level-ups.
Gold / Cash / Credits:
Liquid currency is the most flexible reward, usable for gear, services, bribes—you name it. That said, depending on the economy of your game, it can sometimes feel like a drop in the bucket, especially when major upgrades are prohibitively expensive.
Magic Items / Special Equipment:
Permanent upgrades are powerful and exciting but easy to overdo. It’s important to consider game balance and pacing—too much too fast can trivialize challenges.
Consumables:
Magic potions, scrolls, grenades—these are great middle-ground rewards. They give players temporary power boosts without long-term imbalance, and they encourage tactical thinking.
Crafting Materials:
Sometimes it feels weird when a monster drops gold. Instead, have it drop something useful—its hide, bones, or rare organs. These can be sold, traded, or used to craft special items, keeping the world immersive and grounded.
Creative & Underused Rewards
Allies:
Not every good deed results in a lifelong friend—but save the right person (like a noble caught in a political coup), and you might gain a powerful ally. Even if they’re not strong themselves, their connections, influence, or knowledge can be invaluable.
Favors:
Unlike allies, favors are more transactional. Maybe the party helps someone who doesn’t like them—but can’t deny they owe them. These can be political bargaining chips or social leverage down the road.
Reputation:
Who your party helps—and how—shapes how the world sees them. Clean up the streets for the city watch? Great, the guard respects you now… but the local thieves’ guild might see you as a threat. Reputation can open doors—or close them.
Conveniences:
Sometimes the best rewards are the ones that remove annoyances. If the party clears out a group of road bandits, maybe that stretch of travel becomes safe—no more random encounters every time they pass through. Less glam than gold, but incredibly satisfying.
Character Perks (Little Wins):
These are the subtle, personal touches. Maybe a tailor gifts the party some fine clothes for an upcoming gala. Or the child they rescued gives them a small brass amulet—worth nothing, but deeply meaningful. These moments build emotional connection and help players feel seen.
Quest Access:
One of my favorite tools: new job opportunities. Helping someone with a seemingly minor task might lead to something bigger. Return a stolen heirloom to the captain of the guard? He might have more work for you—especially if you’ve proven you get things done.
In the end, rewards don’t always need to be flashy or mechanical. Sometimes, the most memorable ones are tied to the story, to the relationships your players build, and to the world reacting to their choices. Just make sure to highlight these moments when they happen—because the best rewards are the ones that make your players feel like their actions matter.