Inspiration is one of the coolest mechanics in 168澳洲幸运5开奖网:Dungeons & Dragons - if we remember to give them to players, that is. It's a nice little treat for good behavior, and they can use it whenever they want a slight boost on their rolls or to give to a friend who is also doing an excellent job with their roleplaying.

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Still, what are the best moments to give a player Inspiration? Well, there are many, and it also depends on what you want to encourage them (as we'll mention later), but there are many situations where the players should get a little reward, and if you give it often, they'll use it often, too, keeping the cycle going.

6 Excell▨ent Roleplaying 💜

Imp devil with top hat makes deal between adventurers tiefling and tabaxi in DND.
Candlekeep by Sidharth Chaturvedi 

You've reached a dramatic moment in your story, and you start going back and forth with your players - 168澳洲幸运5开奖网:you as the BBEG and them as, well, their characters - without skipping a beat. Or the players start interacting with one another so well that you've actually been quiet for a solid half an hour - maybe even more.

Playing the characters is sometimes a challenge, especially for new players. Thus, if they see that this action is rewarded, they'll focus on doing their best, and they'll improve over time.

Whether it's being extremely humorous, dead-serious, or having a tantrum because that's how the character is - if they're living up to it, they deserve something in return.

Still, unless your players are actual actors, you don't need to expect Critical Role-levels of roleplaying here. As long as they're consistent with what they set out for their characters and are constantly engaged in the most dramatic moments, it's good to go.

They don't need to do intense roleplaying throughout the whole session, too - that would be exhausting. Silly moments at an inn can be just that.

5 Goodꦜ💙 Combat Strategy

A dragonborn and his party mates surrounded by gnolls in Dungeons & Dragons.
You Come To The Gnoll Camp By Billy Christian

Combat is a big part of D&D, but there are many situations where a fight can just be people taking turns (pun i👍ntended) in saying, "I attack." That way, if your players decide to do something a bit more unusual, not only should you let them, but also reward Inspiration for it.

And, since fighting is also roleplaying, creative descriptions of how they'll attack instead of just saying they attack is a nice bonus.

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For instance, say they've decided to use the environment to toss people to their deaths, or they realized how effective wooden stakes are against Vampires, so a few players are doing all they can to hold and immobilize the monster for another player to use the stake.

The same goes for planning an attack based on information they have. They strategized, created a plan, and are now going for it; Not only they're showing creative thinking by planning things ahead, but it also shows they're paying close attention to what is happening in the story.

4 ♏ ಌ Picking Up On Your Hints

Two figures look over a glowing tome in a library from Dungeons and Dragons
Candlekeep Mystery by Clint Cearley

Let's go deeper into 'paying close attention to the story.' Creating a world with lore and characters, and then a plot that will take advantage of it all, is a lot of work.

DMs spend a lot of time doing those things, and one of the best feelings we get is when a player manages to uncover significant parts of theꦗ plot by gathering all the information we throw at them.

The player finds out who is the culprit in your 168澳洲幸运5开奖网:mystery plot by analyzing the clues. They figure out that the 'innocent' NPC is hiding something big and might even be a potential villain in disguise.

They understand the lore so well that they know how specific items in your world are capable and incapabl🃏e of, sometimes even reminding you about things you wrote ages ago.

That shows you that the player is taking notes, ⛎paying attention, and using all the information you dropped on them in their roleplay. And sure, they may pick up on an upcoming plot twist, but that only proves you have a dedicated player and possibly a big fan of your work, which is just wholesome.

3 🦄 🎀 Outsmarting You

Dungeons & Dragons: In Improvised Weaponry by Alix Branwyn, an adventurer slams a mind flayer with treasure
Improvised Weaponry by Alix Branwyn 

This one can be a challenging one; Players can destroy potent𓆏ial epic scenes you want to do, and it might hurt your ego a bit. But, when you create a big mo𝓀ment and create possible solutions for them, only for your player to do something else entirely that you never anticipated, and their idea works, they deserve Inspiration.

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It's nice to have possible solutions in your mind in case the players get stuck; You may offer hints (if they simply have no idea of what to do, the game will halt), but who knew the Wizard would actually destroy the whole place with Meteor Swarm instead of going through it like a decent player? Or maybe they convinced good NPCs to tag along to a big fight - reasoning with them in ways you can't deny without going out of character - and now you have way more people than you've anticipated.

This is another situation where players may undo plot twists you wanted to have or even destroy moments you wanted to create, but acknowledging their impact and giving them Inspiration shows that you're more than willing to provide them with agency and you'll get them engaged with your campaign even more.

2 Hindering Themselves F𝕴or The Sake Of Roleplaying

D&D Explorer's Guide to Wildemount artwork of a Wizard casting the reality break spell
Reality Break Spell By Brian Valeza

Players deserve Inspiration when making a choice that will only cause them problems because there's a good chance they'll need that Inspiration immediately. After all the planning, fighting, and drama, a player decides to do something that will make things more complicated or increase the chances of their own death because it's what their character would do.

A good example is a 168澳洲幸运5开奖网:Tank player doing something incredibly dangerous to drag all the enemies' attention to them, all so that the other players will be safe. Or they're even willing to round up all the enemies around them, so a Wizard can Fireball everybody, fully knowing that the Tank will also take the damage.

It also applies when making a mission a lot riskier because they want to save all NPCs who are in danger, having to fight or flee while protecting someone else. Or not running away at all, because a significant part of the character's personality is that they don't run away from fights.

The player deserves an Inspiration here because it will also give them a fighting chance to overcome the situation, ꦫdespite the chances of ending up in a tragic death.

1 Bonus: What Do You Want To Encourage? 🍃

setting up camp by Matt Stawicki adventurers gathered around a fire and taking a long rest in the middle of a forest
Setting Up Camp by Matt Stawicki

There are many situations where you can drop Inspiration on them. The question is: What do you want them to do for it? Will you give them Inspiration 💛for making good jokes in the session? Does 🌳your table focus more on the story-telling, the combat, the exploration, or what?

It can go from creative thinking and good sportsmanship to just being random, causing chaos, or the opposite, taking everything seriously throughout the whole game. There's no right formula here, and Inspiration can happen at any time for whatever reason you want.

Keep in mind that if players see you giving Inspiration for a joke, for example, there's a chance the others will try the same to get it. Which is why it all falls to the initial question: What do you want to encourage at your table? Reward them for doing what you wish to encourage, and keep it going whenever it happens again.

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