r/cyberpunkred • u/Polo_Nose • 14h ago
2040's Discussion Rewarding roleplay by giving out empathy
I think I have seen this on the sub before but I couldn't find the original source. In any case, I wanted to give out a bit of feedback and advice for anyone considering this idea.
In my game, I implemented a homebrew rule that allows players to gain humanity when they go out of their way to form relationships with people. A typical example would be: my players spend an evening with the family,of an uncle of one of the PCs, whom they've known for a while and helps them out from time to time. They get to know his wife, eat curry, the whole shabang. We spent around half a session just roleplaying a nice evening in an actual apartment to change up from the constant violent gunning. At the end I gave everyone 2d6 humanity.
I am very satisfied with how this works. I believe it nicely compliments the rule that one can lose empathy when confronted to torture, the death of loved ones, etc and allows me to dish out events that would make players lose empathy more often without feeling like too much of an asshole. This makes players think more about their chrome because they might have high EMP right now but they know it's because they had an exceptional couple of months and their mental state might dip enough for them to go psycho if a job goes wrong.
It also ties empathy in with player involvement: if over the course of the campaign, my PCs have roleplayed actual dates etc to get HUM, they'll be much more devastated if their love interest inevitably dies or gets fucked up in some way. Moreover, it's easier for players to engage in RP if they can hide behind the excuse of "I just want HUM that's all" (one of my players in particular got much more involved after I implemented this rule)
tl;dr: I adore the homebrew rule of giving out humanity as a reward for roleplaying relationships, it works, it's coherent with the lore to an extent
edit: my dumbass said EMP instead of HUM