Rewarding Roleplaying
Are you a DM who wants a little more oomph from your players? Do they need some incentive to play their roles with more feeling? Even if your players are bona fide thespians, there’s likely still room for improvement. But how?
Many DMs award extra XP for “good role-playing” during gaming sessions. This can be a fine thing to do, but in my experience these rewards tend to be inconsistently awarded and most often follow the Squeaky Wheel Maxim*. In worst case scenarios, “good roleplaying” XP awards may hurt feelings. What seemed like a good idea may turn out not being very fun, and what’s the point of playing a game if you’re not having fun?
If I’ve learned nothing after more than a decade as a classroom teacher, I’ve learned that praise and rewards best motivate desired behavior. For rewards to be most effective, they need to be tangible and linked to specific criteria. The latter is key. Tangible criteria put the burden of success on the one seeking the reward.
Rewarding Roleplaying uses three criteria to encourage and reward better roleplaying. Best of all, the responsibility for establishing these criteria belongs to the players. They set their own roleplaying goals. When they meet their goals, you the DM hand out the reward in the form of an Action Point, which is then used by the player to achieve greater levels of success in the game.
Rewarding Roleplaying isn’t just geared toward DMs. It’s main focus is you, the one running a player character. You’ve created a character for the game. Your character has stats and abilities and all sorts of bonuses, skills, and feats. Clever use of these statistics during gameplay is key to your character’s success and acquisition of XP, wealth, and magic items.
Wouldn’t it be nice if there were criteria by which your character could receive specific rewards that aided your character’s in-game success doing those heroic, exciting things that adventurers so often do?
As noted above, Rewarding Roleplaying uses three criteria to encourage and reward better roleplaying. Best of all, the responsibility for establishing these criteria belongs to the players.
You set your own roleplaying goals. When you meet your goals, the DM hands out the reward in the form of an Action Point, which you use to achieve greater levels of success in the game.
*The Squeaky Wheel Maxim states that the squeaky wheel gets the grease. In RPGs, this can be seen when the loudest, most insistent player gets the lion’s share of the DM’s attention.
Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.


I know this doesn’t quite fit within the parameters of Rewarding Roleplaying, but thinking about it reminds me of the old “XP for gp” system.
As I recall, that was originally laid down in an old issue of Dragon magazine, and I think is used in the OGL Conan RPG now.
XP for gp is where, every time a PC spends gold pieces on something that doesn’t give them any sort of mechanical (that is, system-based) advantage, they gain XP as a reward (usually set at a 1:1 basis, but this is flexible). For example, a character who spends 302 gp to buy a masterwork dagger gets no reward, since he’s now got another weapon. A character who spends 10 gp on ale at the tavern gets 10 XP for it, since those 10 gp gain the character nothing otherwise.
I always liked this, since it encouraged the players to think about what their characters would do with their money beyond just “powering up.” Would they donate it to their church? Send it to families at home? Or “just blow it all on ale and whores”?
[...] Rewarding Roleplaying PDF: Available for free by signing up for Spes Magna’s mailing list, I’ve read this PDF and found it quite enjoyable. It reminds me of Burning Wheel’s Artha system, which is a very good thing. [...]
[...] second supplement is bit more specific in how it operates. Rewarding Role-Playing, from Spes Magna Games, deals in action points for what it offers, so you’re out of luck if [...]