Quote Originally Posted by cyrano24100
Some options were:
1. Rewarding players with increased loyalty: Regent or lieutenant finished a quest; the population is proud and happy
2. Couple extra GBs - especially for temples or guilds or realms strapped for cash
3. Couple new Lieutenants: inspired by the quest, they ask to come in the regent's service bringing much needed skills


Id love to see if any of you had other "benefits" to suggest..
Good ideas. You can have Bloodline increases or RP gains, due to reputation and admiration. It would be exactly the reverse of RP losses when the players don't deal well with random events. You can also have them protected from random events (if you are using them) for a period of time. For example, if the adventure involved dwarves, perhaps an architect comes over and gives a few pointers to protect the realm of earthquake. If they get a Nat disaster event, you can inform them of it and tell them that they can afford to ignore it.

When I was DMing, I found events a good way to keep players occupied, have them work for their alignments etc. Usually they weren't random, but consequences of actions. Ie if the player had a rebellious province, it would not be difficult for a Great Captain figure to emerge or if the player decided that his benevolent temple would launch a Jihad, perhaps a Heressy would spring up. I used events to reward consistency and sticking to alignment (whatever alignment the player had chosen) and "punish" the opposite.