Encouraging Ritual Use
In yesterday's post about rituals, I hinted that another set of reasons exist which reduce their use in 4e games. While the cost of rituals is a significant barrier to use, I think the problem goes much deeper. The way many groups play 4th edition, whether by preference or as a subconscious reaction to the rules set, de-emphasizes story. Since rituals exist primarily in the realm of story, their importance and use gets reduced as well.
To counter this, groups can do a number of things. I think lowering the cost of rituals helps, especially if it's reduced through an alternative currency such as healing surges. However, I see three more steps groups should take.
The DM needs to set up situations for ritual use
Rituals take time to prepare and perform. If the PCs are constantly running from one encounter to the next with little downtime between them, rituals use is a hard sell. If PCs are always being reactive instead of proactive, rituals are near impossible to use. If nothing is hunting the PCs in the woods, they don't need to use any of the protection rituals on their campsite. The DM needs to set up situations where the PCs could use rituals and where ritual use might benefit them. Otherwise, what's the point?
In my game, we ran a Rumpelstiltskin story line where the wife of a local nobleman had promised her firstborn in return for an ability that would allow her to impress her future in-laws. I wanted to give the group a few ways to solve this problem. To encourage ritual use, I created a secrets tree where locals would go when they needed to share a secret they shouldn't tell anyone else. I then put clues elsewhere that pointed to the tree as one solution to the problem. When the players uncovered this, the speak with nature ritual became an obvious solution to their problem and away they went.
Players need to know which rituals exist
Once the DM gets into the habit of providing opportunities for rituals and, hopefully, hints at those opportunities in advance, players need to do some research. If you know you'll be traveling a long distance through enemy territory, create a list of useful rituals before the game and see if you can buy some of them. Keep a list with all the rituals you know and how to perform them right with your character sheet and look for situations where you can use them. A DM has a lot to do at the table and he might not be able to keep track of these things for you. If you have a campaign wiki on a site like Obsidian Portal, keep a page with lists of known and potentially useful rituals for easy reference.
Make them awesome
When players decide to use a ritual in game, make it shine. If the group is into it, play it out a bit. For instance, if they cast create campsite, have them describe the little nature spirits and what they do. Also, even if the ritual completely devastates your plans, DMs please don't punish creative use. Add a complication, but if they set a ward to trap goblins and your notes said they had to be surprised by a goblin attack, don't suddenly give your goblins some power that lets them slip through the ward. They may ask themselves at the end of the encounter if rituals are even worth it then.
Those are my three tips for encouraging ritual use in games. I'd love to hear yours.