[RPG] How to reward good players, in order to teach other players by example

dnd-5egm-techniquesproblem-players

I've been DMing a certain group for about a year now. They're decent enough but I've had to learn to handle them as each of them are deficient in some ways. However, recently we got a new player and he, to my eyes, is a stellar example of a player. He doesn't get frustrated when something happens to his character, yet shows concern and cares about him, as well as the NPCs he comes across; he doesn't try to force his character into situations where he doesn't fit, but will take the initiative if called for. Basically, he helps my story work as opposed to make the story work for him.

The problem is because he actually plays correctly, a lot of the time he gets the shaft. His character has lost an arm, had his wish misinterpreted, gotten knocked down to 0 HP many times, and has been scorned by some of the "uber edgelord" other players. I really want some way to reward this guy and in the process teach the other players to try to emulate him a bit, albeit in their own way.

How can I show that one player is acting/playing well, to influence the other players' style of play?

Currently my plan is that the next adventure is going to be a quest revolving around his character. I think this will probably work out pretty well but I'm looking for experience-based solutions.

I would like to clarify that the other players are by no means bad, they just each have issues that I occasionally need to deal with. One of the players gets frustrated when bad stuff happens to his character, two of them are too into their characters being dark and mysterious to the point it hurts group cohesion, and one of the players tends to space out a lot (we play online and I suspect web browsing is involved, I've talked to him a bunch but that's not the issue at hand). However, overall they are great guys, always willing to listen and work with me and they try their darndest, most of the time, to play.

I have already been awarding this character Inspiration, repeatedly, but it seems a bit inadequate. Also since he's such a team player he ends up giving a lot of it out to the other players.

Best Answer

First and foremost it is important to me to mention that those of us that play this game for the story and as you say "correctly" (although it is a bit of a misnomer given that there is not an "incorrect" way of playing) the story of the character is and of itself its own reward.

I played an evil Halfling wizard once, for a single session. He was out for his own gain and in the pursuit of that somehow thwarted the assassination attempt on the rest of the party, to whom he had not yet been introduced. He ended up dying pursuing his goals. My reward for playing my character? There is a statue outside the library in honor of my "heroic" sacrifice for the lives of the others. I am touted as a hero, sort of like the Ballad of Jane from Firefly but this was way before I ever saw it.

Rewards I have used are:

Bonus XP: I usually don't do this anymore but it is an option and I know other DMs do this a lot. I will still give bonus XP out occasionally, but it is a bit tricky at times if the others slack too much and lag behind more than intended... so be careful with how much at a given level if you choose to use this option.

In game advantages: I have started to prefer this approach, in this way you gain tangible advantages by how you treat people and with whom you interact. This gives the world a feel of interconnectivity as well as realism, that what they do matters. If your other players are raping and pillaging and treating the NPCs like dirt they should expect to be treated with reciprocity and if they see that your ideal player is getting free room and board for saving a kid from a runaway wagon or offering to work in the kitchens, they might be inclined to switch tactics. On the converse if the evil characters that are the bullies are playing well you can have them be approached by contacts for them as a reward for that sort of thing.

Inspiration: Which you indicated in discussion that you already use judiciously but was removed as a discussion in the comments of the original post.

Some players drive the story others are along for the ride, by making his character the chief piece in a story is a good way to reward him as well as set the example.

What I would recommend is that whatever reward you decide on make sure it is available for everyone and everyone is told why they are given this or that reward. Even if you hand out XP for bonus and awesome play be sure to itemize that with what this piece was for and that piece. This allows them to see for them selves what their efforts glean.