Beyond Gold Pieces: Amp Up Player Engagement With These Rewards
Roleplaying Tips Newsletter #1225
Amp Up Player Engagement With These Rewards
Looking for different ways to reward players and their characters? Gold and gems are great, but you can’t dance to them.
The best rewards engage characters and players, keep the Infinite Game going via story progression, open up choices and action possibilities, and create memorable game moments.
Here’s a list of ideas of non-monetary boons you might bequeath the party. Thanks to Master of the 5 Room Dungeon Workshop GMs Kodia Tomekeeper, CaptainCrouton89, and Exile In Paradise for supplying a lot of this list!
I’ve divided the list into 10 categories:
- Experience Points
- Magical Items
- Titles and Honors
- Property and Assets
- Information and Knowledge
- Favor or Debt Rewards
- Allies and Contacts
- Unique Abilities or Powers
- Plot Points & Story Progression
- Gameplay
- Social Rewards

Experience Points
I offer these suggestions as potential ways to enhance a gold-for-XP or kill-for-XP system to encourage plot progression and storytelling.
d12 Alternative Experience Point Award Ideas
- Completing a personal quest.
- Achieving a group goal.
- Forging a peace treaty between warring factions.
- Discovering an important location or secret.
- Overcoming a particularly difficult challenge.
- Displaying alignment or character growth.
- Defusing a dangerous situation without violence.
- Solving a complex puzzle or riddle.
- Bonus experience for achieving a heroic act.
- Performing an act of courage, risk-taking, or self-sacrifice.
- Deceiving or tricking a powerful enemy through wit and intelligence.
- Overcoming a fear or challenge.

Magical Items
Ok, this is a no-brainer for fantasy games. Substitute tech for other genres. But for bonus GM XP, tie these rewards to character backstories, plot points, or character sheet features.
d12 Magical Item Reward Ideas With Character Tie-Ins
- Ancestral Sword. A blade that has been passed down through the character’s family. It glows in the presence of a specific type of enemy that has a feud with the character’s lineage.
- Broken Amulet. A family heirloom broken by a tragic event. Once repaired, it provides protection from the type of danger that caused the tragedy.
- Ancient Tome. A book left by the character’s mentor who vanished under mysterious circumstances. It can be used to cast a unique spell once a day that ties back to the mentor’s teachings.
- Draconic Scale Shield. Crafted from the scales of the dragon who destroyed the character’s home village. Provides extra protection against dragon breath attacks and also tells the character where the dragon is when wielded.
- Bard’s Old Violin. An instrument inherited from the character’s music teacher. When played, it can charm listeners or inspire allies, reflecting their mentor’s talent. When secret songs are discovered and played, it reveals clues ala R2D2 and Princess Leia’s hidden plea for help.
- Haunted Ring. A ring possessed by the spirit of the character’s dead sibling. It provides advice or warnings at crucial moments, but sometimes it may have its own agenda.
- Celestial Compass. A gift from the character’s deity or celestial guide. It points the way towards the next step on their divine quest.
- Nature’s Seed. A seed from the PC’s home forest. When planted and properly cared for, it quickly grows into a magical tree with various beneficial properties plus empathic warnings when something threatens the forest.
- Cursed Dagger. A dagger a character or someone close to the PC used to betray someone important. It does extra damage when used from the shadows, but might attract unwanted attention from vengeful spirits.
- Dwarven Hammer. A magic hammer that increases crafting abilities, allowing a character to make masterwork or magical items.
- Ancient Map. A magical map inherited from a character’s explorer parent that shows the locations of lairs, ruins, and undiscovered locations. The map can also be attuned to one rival at a time revealing their current progress.
- Enchanted Quill. A gift from a character’s tutor, this quill never runs out of ink and can help solve riddles and translate ancient languages. It can also be used like a Ouija Board to reveal a prophecy or riddles involving the character.

Titles and Honors
Characters get recognized for their deeds and are given titles or honors that enhance their reputation. Leverage these for new storylines, faction play, and special resources.
d12 Example Title and Honor Rewards
- Getting added to a Wall of Fame.
- Earning an honorary degree in a prestigious academy.
- Public proclamation of the character’s or party’s deeds.
- Becoming an honorary member of a tribe.
- Having a parade held in their honour.
- Being named the official adventurers of a city or region.
- Becoming a guild master or high-ranking member of an organization.
- Earning a special title from a deity, celestial being, or unique creature.
- Gaining the honorary title of a town’s protector.
- Being recognized as a hero in a prophecy.
- Earning a seat on a council or ruling body.
- Receiving a noble title along with the rights and duties that come with it.

Property and Assets
Owning something like a pet or mount, land, a house, a shop, a ship, or even a castle anchors characters to your setting. Such ownership gives players a sense of place, belonging, and maybe even a feeling of home.
d12 Example Property & Asset Rewards
- A plot of land where the party can build a base of operations.
- An old castle that needs renovating.
- A small business such as a tavern, shop, or farm.
- A conquered pirate ship.
- A special mount, such as a griffon, giant elk, or purple worm.
- A magical tree that grows fruit with healing or other special properties.
- A mine with mineral resources.
- A pet or familiar with special abilities.
- A recipe or blueprint for making something special.
- A cleansed dungeon they can restock as they see fit.
- A portal key to a different plane or special location.
- A hideout or safe house in each major city in the region.

Information and Knowledge
Whether it’s the location of a secret treasure, the weak point of a powerful enemy, the truth behind a mystery, or advanced training in a certain skill, players thrive on clues and leads.
d12 Example Information and Knowledge Rewards
- A mentor or special training.
- The location of a long-lost city.
- The true identity of a powerful figure.
- The weak spot of a terrifying monster.
- A secret recipe for a powerful potion (hello Asterix).
- The terrible secret of a faction leader.
- The true name of a demon, which gives some control over it.
- A prophecy that concerns the party.
- The reveal of a party member’s lineage or heritage.
- The method to forge a legendary weapon.
- Knowledge of an impending disaster.
- The secret to breaking a powerful curse.

Favor or Debt Rewards
Debts owed to or by the PCs add another interesting gameplay dimension. A loan shark guild might reward characters with loan qualification so players can get more equipment, raise a dead party member, or pay for hirelings to clean out the dungeon. “This place better give up good loot or Wormy’s gonna TPK us!”
Likewise, a favour-based system gives players cool choices on when and how to call in favours owed to them.
d12 Example Favor or Debt Rewards
- The right of first refusal for something.
- A favor from a powerful spellcaster.
- A favor owed by a high-ranking city official.
- A debt owed by a noble who can provide resources or soldiers.
- A favor from a celestial being or deity.
- A debt owed by a local thieves’ guild.
- A favor from a network of spies or informants.
- A favor from a merchant or trading company.
- A debt owed by a powerful creature from another plane.
- A favor from an oracle or powerful diviner.
- A debt from a group of skilled artisans or crafters.
- A favor from the spirit of nature or fey creature.
One of my favourite NPCs was a devil who would lend people money or do them favours in exchange for a Faustian Bargain. The PCs adventured to get their souls back!

Allies and Contacts
Offer opportunities to make contacts and alliances with useful and powerful NPCs. These allies can provide assistance, information, or resources in the future.
d12 Examples of Allies and Contacts Rewards
- Friendship with a powerful wizard.
- An alliance with a noble family.
- Becoming trusted members of a thieves’ guild.
- Gaining a mentor in a martial arts or monastic order.
- Forming a pact with a celestial being.
- Winning the favor of a powerful monster.
- An ally in the royal court.
- A contact in a network of smugglers.
- A friend in a distant and exotic land.
- A trusted contact in the city guard or military.
- A powerful spirit or entity as an ally in another plane.
- Friendship with a group of nomadic traders.

Unique Abilities or Powers
These could be special abilities outside the standard rules, such as a custom spell, a unique combat move, a special connection with a type of creature, or other supernatural powers.
d12 Unique Ability or Power Rewards Ideas
- The ability to speak with animals.
- A once-per-day teleportation ability.
- The power to change one’s appearance at will.
- A powerful but unpredictable wild magic surge.
- The ability to breathe underwater.
- An extra attack or action in combat.
- A connection with a type of creature, making them friendlier.
- The ability to cast a spell not usually available.
- The power to see in absolute or magical darkness.
- Resistance to a certain type of damage.
- Permanent increase to one of the character’s ability scores.
- The ability to fly for short periods of time.

Plot Points & Story Progression
Advancing a character’s personal story, resolving a backstory conflict or loop, revealing new personal hooks into the overall campaign arc, or being instrumental within the party for winning a campaign milestone offer satisfying and memorable player rewards.
d12 Plot & Story Reward Examples
- Resolving a character’s long-standing personal quest.
- Uncovering the true villain behind a series of events.
- Achieving a major victory against an enemy faction.
- Forming a lasting peace between warring factions.
- Stopping an imminent disaster and saving a city or region.
- Discovering a lost civilization or ancient technology.
- Awakening a latent power.
- Fulfilling a prophecy or divine vision.
- Avenging a past wrong or tragedy.
- Meeting a long-lost relative or uncovering a hidden lineage.
- Ascending to a higher plane of existence.
- Becoming legends in the realm, their stories told for generations.

Gameplay
Players get immense satisfaction when they can influence the story and setting. If we can help players feel like their choices and characters’ actions matter, they will get a deep sense of fulfillment and engagement with your campaign.
d12 Gameplay Reward Ideas
- A player’s idea is put into action.
- Character development via NPC relationships, world events, or new opportunities.
- Influence over a region via changes to its politics and culture.
- Recognition of heroic deeds via NPCs recognizing and thanking them.
- Plot changes via player ideas, decisions, or actions.
- Adding to the lore of the world, perhaps by establishing their own family’s backstory as a part of the larger history.
- Discovery of hidden truths about the world, its history, and its inhabitants that change NPC perceptions.
- Solving riddles and puzzles.
- Fulfilling a prophecy (consider making several small prophecies instead of a single, campaign-ending one).
- Building a reputation that precedes the characters wherever they go based on consequences of character decisions and actions.
- Building a reputation that precedes the characters wherever they go.
- A character’s legacy, sung by bards and rendered by artists.

Social Rewards
Players get immense satisfaction when they can influence the story and setting. If we can help players feel like their choices and characters’ actions matter, they will get a deep sense of fulfillment and engagement with your campaign.
d12 Social Reward Ideas
- A player’s idea is put into action.
- Character development via NPC relationships, world events, or new opportunities.
- Influence over a region via changes to its politics and culture.
- Recognition of heroic deeds via NPCs recognizing and thanking them.
- Plot changes via player ideas, decisions, or actions.
- Adding to the lore of the world, perhaps by establishing their own family’s backstory as a part of the larger history.
- Discovery of hidden truths about the world, its history, and its inhabitants that change NPC perceptions.
- Solving riddles and puzzles.
- Fulfilling a prophecy (consider making several small prophecies instead of a single, campaign-ending one).
- Building a reputation that precedes the characters wherever they go based on consequences of character decisions and actions.
- Building a reputation that precedes the characters wherever they go.
- A character’s legacy, sung by bards and rendered by artists.

It’s Your Turn
We’ve explored ten broad categories and over a hundred ways to reward players and their characters beyond traditional gold pieces. We want rewards to engage players and their characters. We also want to keep the story alive, offer interesting choices and actions, and create memorable moments.
Most of these reward ideas won’t affect game balance at all. On the contrary, these “treasures” will open up new quests, side-plots, and adventures for you!