Basically, the GM looks at what has occurred in the adventure, and chooses a Gift for each character. This Gift is usually related to the events of the adventure and the character's actions therein.
Like, Good Reputation With Village You Saved, or Area Knowledge This Ancient Forest, etc.
Like, Good Reputation With Village You Saved, or Area Knowledge This Ancient Forest, etc.
Comments
The Gifts are a way of say, "Hey, given how the adventure played out, this is where I see your character going." And the player is empowered to agree or disagree.
Like handing an aging silent film actress unable to find her way in the wold of talkies a tommy-gun and saying, "This might be your calling now."
The adventure is the outlaws' schemes. Not a scheme presented to the outlaws with the tacit understanding that if they don't all accept it, we won't have an adventure.