Inspiration is one of my favorite parts of Fifth Edition Dungeons and Dragons. It works great as written, but I'm going to steal an idea from Lex Starwalker and show how to use inspiration for group storytelling. Normally, you can spend inspiration to gain advantage to an attack, saving throw, or ability check. That still works.
However, you can also spend inspiration to make up something in the game world. It might be a detail that works with your background or skills. It could be a clue, a secret passage, or a one use item like a level-appropriate potion or a scroll.
For example, Qua the cleric is down on spells, but has inspiration. "I'm spending my inspiration to search that pile of skulls and find a potion of greater healing."
Or Kay the paladin is desperate to find the Lady Vonya. "I spend my inspiration and look at the track and find a clue." At this point, as the GM, you improvise a clue, "It's a scrap of parchment. In Lady Vonya's hand it reads 'we leave the Black Tower, our captors driving us west. Ahead lie the glass caverns. If any shall find this, send help.'"
Or Troik the bard just want another spotlight moment. "I'm spending my inspiration to have the farmers in from their fields for a local holiday. The village is full of people in good cheer. If only a very handsome someone just happened by to provide it. I tune up my lute."
Obviously, it's up to the GM to stop player abuse. Advantage is a great boon, but not a wish (or even a fireball). Spending inspiration might push over an apple cart during a chase scene, but will not push a combatant off a cliff.
- Is it overpowered, like the effects of a powerful spell? Or something small, along the lines of a cantrip?
- Does it break the story? If you are just starting a three session murder mystery, inspiration can't give away the culprit. It could point to information "Barkeep Barlo hears all sorts of things..."
- Does it take the fun out of the adventure? Some players try to play it safe all the time. And you want thrills, so don't let the players nurf the exciting bits.
- Does it open up a new fun avenue for adventure? Don't be afraid to improvise and go with player ideas that make the game fun. Sure, you had your own fun encounter directly ahead of them, but if they say they found a secret passage, improvise something fun in the passage. If they never see your planned encounter, you can reuse it in a future adventure.
The cool thing about this for players is that it gives them a chance to improvise outside of their character powers. They get to do a little shared world-building.
And for the GM, it's another way for your players to surprise you, forcing you to improvise and keep the fun going. I don't know about you, but I like to be surprised by my players.
Have you tried something like this? How does it work for you?
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