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	<title>Comments on: Johnny&#8217;s Five &#8211; Five Reasons To Give Your Group an In-Game Sponsor or Patron</title>
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		<title>By: dizman</title>
		<link>http://www.gnomestew.com/johnnys-five/johnnys-five-five-reasons-to-give-your-group-an-in-game-sponsor-or-patron/comment-page-1#comment-9454</link>
		<dc:creator>dizman</dc:creator>
		<pubDate>Tue, 04 May 2010 15:30:34 +0000</pubDate>
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		<description>I only recently got same idea. Before reading this article today. I had my players do the guild takeover with dopelganger pretending to be a guild master and has other players to be his most trusted friends and now they are getting in the complex mechanics of guild functions and have them work for their guild which is run by a trusted npc. Although about &quot;4. Living Expenses&quot; i charged players one time 10gp each week for food drink and place to live expences. Seemd good but worked out bad so i dont use it anymore. BTW thanks this article opened my eyes in a way. Thanks&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;9454&#039;,&#039;dizman&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I only recently got same idea. Before reading this article today. I had my players do the guild takeover with dopelganger pretending to be a guild master and has other players to be his most trusted friends and now they are getting in the complex mechanics of guild functions and have them work for their guild which is run by a trusted npc. Although about &#8220;4. Living Expenses&#8221; i charged players one time 10gp each week for food drink and place to live expences. Seemd good but worked out bad so i dont use it anymore. BTW thanks this article opened my eyes in a way. Thanks
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		<title>By: ggodo</title>
		<link>http://www.gnomestew.com/johnnys-five/johnnys-five-five-reasons-to-give-your-group-an-in-game-sponsor-or-patron/comment-page-1#comment-9386</link>
		<dc:creator>ggodo</dc:creator>
		<pubDate>Fri, 23 Apr 2010 03:39:05 +0000</pubDate>
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		<description>I&#039;m having my players act as a medieval special forces group behind enemy lines, potentially aided by a rebellious group called &quot;The Order of the Owlbear.&quot; The wisdom of the owl, the might of the bear. The players haven&#039;t yet met them yet, but that&#039;s mostly because the campaign just started. They also have their company quartermaster who&#039;s kinda a dick, but he can find nearly anything, if you give him a little on the side. . . Of course you&#039;d have to get back to your encampment to talk to him.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;9386&#039;,&#039;ggodo&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;m having my players act as a medieval special forces group behind enemy lines, potentially aided by a rebellious group called &#8220;The Order of the Owlbear.&#8221; The wisdom of the owl, the might of the bear. The players haven&#8217;t yet met them yet, but that&#8217;s mostly because the campaign just started. They also have their company quartermaster who&#8217;s kinda a dick, but he can find nearly anything, if you give him a little on the side. . . Of course you&#8217;d have to get back to your encampment to talk to him.
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		<title>By: The Stray7</title>
		<link>http://www.gnomestew.com/johnnys-five/johnnys-five-five-reasons-to-give-your-group-an-in-game-sponsor-or-patron/comment-page-1#comment-8352</link>
		<dc:creator>The Stray7</dc:creator>
		<pubDate>Sat, 19 Dec 2009 11:15:36 +0000</pubDate>
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		<description>I&#039;ve done this to great effect in my game. The group are members of a local Adventurer&#039;s Guild, which provides them with job leads and contacts in return for a cut of the profits, and will buy art objects and magic items from them.

However, they also have contact with a guild of dwarven artificers who they helped out of a jam recently and, in return, were allowed to get access to magic items. The adventurer&#039;s guild can get access to custom items, given enough time, but the artifcer&#039;s guild usually has a number of odd, potent magical items in stock, giving the players choice on how they want to spend their parcels.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8352&#039;,&#039;The Stray7&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;ve done this to great effect in my game. The group are members of a local Adventurer&#8217;s Guild, which provides them with job leads and contacts in return for a cut of the profits, and will buy art objects and magic items from them.</p>
<p>However, they also have contact with a guild of dwarven artificers who they helped out of a jam recently and, in return, were allowed to get access to magic items. The adventurer&#8217;s guild can get access to custom items, given enough time, but the artifcer&#8217;s guild usually has a number of odd, potent magical items in stock, giving the players choice on how they want to spend their parcels.
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		<title>By: Ravenous Role Playing &#187; Blog Archive &#187; Friday Five: 2009-12-18</title>
		<link>http://www.gnomestew.com/johnnys-five/johnnys-five-five-reasons-to-give-your-group-an-in-game-sponsor-or-patron/comment-page-1#comment-8350</link>
		<dc:creator>Ravenous Role Playing &#187; Blog Archive &#187; Friday Five: 2009-12-18</dc:creator>
		<pubDate>Sat, 19 Dec 2009 04:24:58 +0000</pubDate>
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		<description>[...] Johnny’s Five – Five Reasons To Give Your Group an In-Game Sponsor or Patron The reason I&#8217;m linking to this story is that I&#8217;ve done this with groups before. Several times, actually. It works out quite well. It gives them all a common leader, a common thread and a source of information, goods and adventures. If you never &#8220;sponsored&#8221; a group before, then check out the post to learn more details. [...]&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8350&#039;,&#039;Ravenous Role Playing &raquo; Blog Archive &raquo; Friday Five: 2009-12-18&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>[...] Johnny’s Five – Five Reasons To Give Your Group an In-Game Sponsor or Patron The reason I&#8217;m linking to this story is that I&#8217;ve done this with groups before. Several times, actually. It works out quite well. It gives them all a common leader, a common thread and a source of information, goods and adventures. If you never &#8220;sponsored&#8221; a group before, then check out the post to learn more details. [...]
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		<title>By: BishopOfBattle</title>
		<link>http://www.gnomestew.com/johnnys-five/johnnys-five-five-reasons-to-give-your-group-an-in-game-sponsor-or-patron/comment-page-1#comment-8342</link>
		<dc:creator>BishopOfBattle</dc:creator>
		<pubDate>Thu, 17 Dec 2009 22:41:41 +0000</pubDate>
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		<description>In my experience with my group&#039;s Shadowrun campaigns, I&#039;ve found NPC Contacts to fill many of the &quot;sponsership&quot; roles you mentioned, without any one of them being the sole beneficiary of the party.

Often, when the group wants some hot new tech, they have to go to one of their various contacts and ask them to search around (because very few of them are sellers themselves). This gives me some control over how quickly they get their loot, but also rewards the players for helping out their contacts by forwarding them some bit of paydata they might find useful or tipping them off to information on their latest mission. As valued contacts, these NPCs are more motivated to help their friends find what they need. And when it turns out that these contacts have a favor to ask of the Runners, the players have invested themselves in them enough that they feel the desire to help them out.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8342&#039;,&#039;BishopOfBattle&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>In my experience with my group&#8217;s Shadowrun campaigns, I&#8217;ve found NPC Contacts to fill many of the &#8220;sponsership&#8221; roles you mentioned, without any one of them being the sole beneficiary of the party.</p>
<p>Often, when the group wants some hot new tech, they have to go to one of their various contacts and ask them to search around (because very few of them are sellers themselves). This gives me some control over how quickly they get their loot, but also rewards the players for helping out their contacts by forwarding them some bit of paydata they might find useful or tipping them off to information on their latest mission. As valued contacts, these NPCs are more motivated to help their friends find what they need. And when it turns out that these contacts have a favor to ask of the Runners, the players have invested themselves in them enough that they feel the desire to help them out.
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/johnnys-five/johnnys-five-five-reasons-to-give-your-group-an-in-game-sponsor-or-patron/comment-page-1#comment-8330</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Wed, 16 Dec 2009 19:53:49 +0000</pubDate>
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		<description>Personally, I don&#039;t like the &quot;going to the store&quot; side of RPGs.  I&#039;d much rather find things in-game than browse through all the swag.

Although some of these may be a bit railroady, here&#039;s a couple of options that I&#039;ve considered:

Religion - Holy Troubleshooters, Batman!  Religion resolves so many of the traditional questions: motivation, pay, party cohesion, access to powerful items/effects, questions of morality, etc.  Depending on the religion, it can open up a few tensions as well.

Independent Contractors - This is the loose &#039;traditional adventuring party&#039; model, made official by the use of a charter and the rights/responsibilities therein.  The charter can be as expensive, and as relaxed or as restrictive as you want.  

Guild of Adventurers - This can be either a loose affiliation or a tightly run organization, which has bargaining power with the other guilds, items for rent or sale, the cash/credit to bond and finance operations (with proof of prior success), etc.  Of course, members have a code of conduct, and membership fees, taxes, tithes, and even outright bribes and favors may be necessary.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8330&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Personally, I don&#8217;t like the &#8220;going to the store&#8221; side of RPGs.  I&#8217;d much rather find things in-game than browse through all the swag.</p>
<p>Although some of these may be a bit railroady, here&#8217;s a couple of options that I&#8217;ve considered:</p>
<p>Religion &#8211; Holy Troubleshooters, Batman!  Religion resolves so many of the traditional questions: motivation, pay, party cohesion, access to powerful items/effects, questions of morality, etc.  Depending on the religion, it can open up a few tensions as well.</p>
<p>Independent Contractors &#8211; This is the loose &#8216;traditional adventuring party&#8217; model, made official by the use of a charter and the rights/responsibilities therein.  The charter can be as expensive, and as relaxed or as restrictive as you want.  </p>
<p>Guild of Adventurers &#8211; This can be either a loose affiliation or a tightly run organization, which has bargaining power with the other guilds, items for rent or sale, the cash/credit to bond and finance operations (with proof of prior success), etc.  Of course, members have a code of conduct, and membership fees, taxes, tithes, and even outright bribes and favors may be necessary.
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		<title>By: Lee Hanna</title>
		<link>http://www.gnomestew.com/johnnys-five/johnnys-five-five-reasons-to-give-your-group-an-in-game-sponsor-or-patron/comment-page-1#comment-8329</link>
		<dc:creator>Lee Hanna</dc:creator>
		<pubDate>Wed, 16 Dec 2009 19:43:42 +0000</pubDate>
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		<description>I sometimes use a patron for setting adventure hooks, but I hadn&#039;t really thought through using them for stuff, too.  One of my campaigns on hold has at least one PC with ties to a secret order, and I am wrestling with how to get to the magic items that PC wants.  I think looking at it from the points above, I will go ahead and give her the stuff, for the usual job ticket.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8329&#039;,&#039;Lee Hanna&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I sometimes use a patron for setting adventure hooks, but I hadn&#8217;t really thought through using them for stuff, too.  One of my campaigns on hold has at least one PC with ties to a secret order, and I am wrestling with how to get to the magic items that PC wants.  I think looking at it from the points above, I will go ahead and give her the stuff, for the usual job ticket.
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/johnnys-five/johnnys-five-five-reasons-to-give-your-group-an-in-game-sponsor-or-patron/comment-page-1#comment-8328</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Wed, 16 Dec 2009 17:37:49 +0000</pubDate>
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		<description>I like the idea-- it offers a way to give the players what they want, and what the game expects them to have, without the distorting effects of magic shops. Plus it&#039;s another group of recurring people to interact with and figure out.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8328&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I like the idea&#8211; it offers a way to give the players what they want, and what the game expects them to have, without the distorting effects of magic shops. Plus it&#8217;s another group of recurring people to interact with and figure out.
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		<title>By: Nephlm</title>
		<link>http://www.gnomestew.com/johnnys-five/johnnys-five-five-reasons-to-give-your-group-an-in-game-sponsor-or-patron/comment-page-1#comment-8327</link>
		<dc:creator>Nephlm</dc:creator>
		<pubDate>Wed, 16 Dec 2009 16:21:47 +0000</pubDate>
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		<description>I would really like my group to grow to be their own patron.  By which I mean I&#039;d like them to hire people to do various non-adventuring things and retain them on staff.  They need a business manager, researchers of various stripes (intel, academic, legends, magical, etc).  They should have their own facilities and cadre of guards to defend it not to mention staff and quartermasters.  A diplomat/negotiator or two to smooth over any problems and secure the blessing of the powers that be would also be a good idea as they grow.

Once they are an organization in their own right, they sick the research department on finding the &#039;whatzit&#039; they decided they need.  That could be either a merchant that has one, or a mage who could make one.... for a favor.

Once they are an established presence, of course people are going to dispatch a message to their business manager when they need help and the powers that be may tap them for a job that they&#039;d be perfect for.

I like the idea of them having a little empire for them to care about.  Sadly my success rate of getting my players to follow along has only been so-so.  Too many players are afraid of having something to care about, to many bad GMs have made them sand off all the handles because GMs have only used them to hurt them.

As for #4, I&#039;ve run systems that have wealth/resources a skill or skill like thing.  I usually require the investment of loot to raise it and if I just a pile of cash to give them I just give them 500 wealth xp to raise that skill (which can&#039;t be raised with normal xp) or a +1 wealth roll token they can redeem later.  

Depending on that skill level will determine what sort of life they are living.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8327&#039;,&#039;Nephlm&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I would really like my group to grow to be their own patron.  By which I mean I&#8217;d like them to hire people to do various non-adventuring things and retain them on staff.  They need a business manager, researchers of various stripes (intel, academic, legends, magical, etc).  They should have their own facilities and cadre of guards to defend it not to mention staff and quartermasters.  A diplomat/negotiator or two to smooth over any problems and secure the blessing of the powers that be would also be a good idea as they grow.</p>
<p>Once they are an organization in their own right, they sick the research department on finding the &#8216;whatzit&#8217; they decided they need.  That could be either a merchant that has one, or a mage who could make one&#8230;. for a favor.</p>
<p>Once they are an established presence, of course people are going to dispatch a message to their business manager when they need help and the powers that be may tap them for a job that they&#8217;d be perfect for.</p>
<p>I like the idea of them having a little empire for them to care about.  Sadly my success rate of getting my players to follow along has only been so-so.  Too many players are afraid of having something to care about, to many bad GMs have made them sand off all the handles because GMs have only used them to hurt them.</p>
<p>As for #4, I&#8217;ve run systems that have wealth/resources a skill or skill like thing.  I usually require the investment of loot to raise it and if I just a pile of cash to give them I just give them 500 wealth xp to raise that skill (which can&#8217;t be raised with normal xp) or a +1 wealth roll token they can redeem later.  </p>
<p>Depending on that skill level will determine what sort of life they are living.
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		<title>By: MaW</title>
		<link>http://www.gnomestew.com/johnnys-five/johnnys-five-five-reasons-to-give-your-group-an-in-game-sponsor-or-patron/comment-page-1#comment-8326</link>
		<dc:creator>MaW</dc:creator>
		<pubDate>Wed, 16 Dec 2009 14:39:31 +0000</pubDate>
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		<description>It works in Paranoia - although many conventional things don&#039;t. Since all the PCs are Troubleshooters working directly for The Computer (in theory, and when they&#039;re not working for their ordinary day jobs), they get immediate motivation to do what they&#039;re told, and they also get a steady(ish) stream of income in exchange for completing missions.

Of course, as anybody who&#039;s actually played Paranoia quickly finds out, &#039;completing a mission&#039; is not something that happens very often - and you have to be alive if you want to enjoy your bonus credits.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8326&#039;,&#039;MaW&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>It works in Paranoia &#8211; although many conventional things don&#8217;t. Since all the PCs are Troubleshooters working directly for The Computer (in theory, and when they&#8217;re not working for their ordinary day jobs), they get immediate motivation to do what they&#8217;re told, and they also get a steady(ish) stream of income in exchange for completing missions.</p>
<p>Of course, as anybody who&#8217;s actually played Paranoia quickly finds out, &#8216;completing a mission&#8217; is not something that happens very often &#8211; and you have to be alive if you want to enjoy your bonus credits.
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		<title>By: OgRib</title>
		<link>http://www.gnomestew.com/johnnys-five/johnnys-five-five-reasons-to-give-your-group-an-in-game-sponsor-or-patron/comment-page-1#comment-8325</link>
		<dc:creator>OgRib</dc:creator>
		<pubDate>Wed, 16 Dec 2009 14:38:20 +0000</pubDate>
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		<description>Thanks for the idea.  This article got me thinking I can use Charlie&#039;s Angels (without the T&amp;A) as an inspiration for sponsor/base of operations for my new players when we start.

They are recruited to work for a mysterious stranger the party never meets (call him Townsend?).  Instead the party only hear his voice and see a shadowy outline in a crystal orb attuned to Boz - who acts as local support/liason for the adventurers (maybe a NPC who can manage an occasional resurrection) but never goes adventuring.

Finding out who the sponsor is and what his goals are will make for some interesting long term play.

The sponsor idea nicely addresses my discomfort with &#039;magical&#039; and elite items being too common.  Requiring powerful friends and significant effort to get bonus item should make them more &#039;special&#039; to the players.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8325&#039;,&#039;OgRib&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Thanks for the idea.  This article got me thinking I can use Charlie&#8217;s Angels (without the T&amp;A) as an inspiration for sponsor/base of operations for my new players when we start.</p>
<p>They are recruited to work for a mysterious stranger the party never meets (call him Townsend?).  Instead the party only hear his voice and see a shadowy outline in a crystal orb attuned to Boz &#8211; who acts as local support/liason for the adventurers (maybe a NPC who can manage an occasional resurrection) but never goes adventuring.</p>
<p>Finding out who the sponsor is and what his goals are will make for some interesting long term play.</p>
<p>The sponsor idea nicely addresses my discomfort with &#8216;magical&#8217; and elite items being too common.  Requiring powerful friends and significant effort to get bonus item should make them more &#8216;special&#8217; to the players.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('8325','OgRib'); return false;">Reply</a> </div>
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		<title>By: XonImmortal</title>
		<link>http://www.gnomestew.com/johnnys-five/johnnys-five-five-reasons-to-give-your-group-an-in-game-sponsor-or-patron/comment-page-1#comment-8323</link>
		<dc:creator>XonImmortal</dc:creator>
		<pubDate>Wed, 16 Dec 2009 09:54:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/johnnys-five/johnnys-five-five-reasons-to-give-your-group-an-in-game-sponsor-or-patron#comment-8323</guid>
		<description>Wow, I think I got the first comment.

A problem I ran into with sponsorship (with reference to # 2) was the players treating it like their own personal high-end supermarket. When it came time to to resupply the group after their last adventure, they&#039;d dig through to find just about everything they could get their hands on.

It didn&#039;t help that one of the characters was the only normal-sized person in the group, and combined all the more objectionable traits of a pack mule, a pack rat, an elephant, and a bag of holding. He literally carried all of the equipment for the group that wasn&#039;t absolutely necessary for the others to have on their person. In fact, he insisted on it.

That is where things like availability, item creation time, and personal quirks come in. I actually used this one once, and had the players roaring with laughter: &quot;Oh, our artificer won&#039;t make those any more. He says the prime ingredient makes him sneeze for days afterwards.&quot;

It&#039;s important to stress to players (and by association, their characters) that there had better be a very good reason for an item or expense. &quot;Portable hole??? Carry your own d---d luggage.&quot;

Another trick to use is a mini-patron. This is an interested party who can be relied on to provide a very specific and limited service in return for a very specific and limited favor. In one of my worlds, their is a sisterhood of clerics, who gather and disseminate knowledge, acting as the world&#039;s librarians. Usually any large city has at least one making rounds, dropping off books and picking up returns.  My group was able to use the sisterhood as a means to relay messages to other folks (such as family - I like my players to have to worry about &#039;real life&#039; issues as well as adventuring), in return for the donation of a single item they had found that was quite useless to the group.  They also found that, on occasion, when they gave the sisterhood some piece of information that was deemed important, the sisters would volunteer to do some small favor for them, such as provide a map for a particular area.

Providing the players with a NPC group that is friendly and will exchange these small favors works very well. My players actually started keeping notes of things they saw, to provide to the sisterhood. This gave them access to better favors as they went along, and the interactions with individual sisters gave them more insight into how the world worked and the sisterhood&#039;s place in it.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8323&#039;,&#039;XonImmortal&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Wow, I think I got the first comment.</p>
<p>A problem I ran into with sponsorship (with reference to # 2) was the players treating it like their own personal high-end supermarket. When it came time to to resupply the group after their last adventure, they&#8217;d dig through to find just about everything they could get their hands on.</p>
<p>It didn&#8217;t help that one of the characters was the only normal-sized person in the group, and combined all the more objectionable traits of a pack mule, a pack rat, an elephant, and a bag of holding. He literally carried all of the equipment for the group that wasn&#8217;t absolutely necessary for the others to have on their person. In fact, he insisted on it.</p>
<p>That is where things like availability, item creation time, and personal quirks come in. I actually used this one once, and had the players roaring with laughter: &#8220;Oh, our artificer won&#8217;t make those any more. He says the prime ingredient makes him sneeze for days afterwards.&#8221;</p>
<p>It&#8217;s important to stress to players (and by association, their characters) that there had better be a very good reason for an item or expense. &#8220;Portable hole??? Carry your own d&#8212;d luggage.&#8221;</p>
<p>Another trick to use is a mini-patron. This is an interested party who can be relied on to provide a very specific and limited service in return for a very specific and limited favor. In one of my worlds, their is a sisterhood of clerics, who gather and disseminate knowledge, acting as the world&#8217;s librarians. Usually any large city has at least one making rounds, dropping off books and picking up returns.  My group was able to use the sisterhood as a means to relay messages to other folks (such as family &#8211; I like my players to have to worry about &#8216;real life&#8217; issues as well as adventuring), in return for the donation of a single item they had found that was quite useless to the group.  They also found that, on occasion, when they gave the sisterhood some piece of information that was deemed important, the sisters would volunteer to do some small favor for them, such as provide a map for a particular area.</p>
<p>Providing the players with a NPC group that is friendly and will exchange these small favors works very well. My players actually started keeping notes of things they saw, to provide to the sisterhood. This gave them access to better favors as they went along, and the interactions with individual sisters gave them more insight into how the world worked and the sisterhood&#8217;s place in it.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('8323','XonImmortal'); return false;">Reply</a> </div>
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