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Greedy Players? No Roleplaying?
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<blockquote data-quote="Ogrork the Mighty" data-source="post: 4669327" data-attributes="member: 19042"><p>The whole loot and kill thing is nothing new but is becoming more commonplace with the popularity of games like <em>Diablo </em>and <em>World of Warcraft</em>. It shouldn't come as a surprise that players familiar with those games want to import the "loot and sell" aspects to D&D.</p><p></p><p>If you're okay with that, no problem. I was fine with it for a while but eventually I got sick of the players tracking every bit of equipment (mundane or magical) so they could sell it all back in town. Eventually it starting lessening the "heroic" aspect of the game and turned it into an exercise in accounting.</p><p></p><p>I strongly encourage you to discuss your expectations and theirs upfront. Let them know what you do/don't want the game to become.</p><p></p><p>In my game I've flat out told the players they can only take what they're going to use when it comes to mundane items (non-magical weapons, equipment, etc.). There's no hoarding stuff to sell back in town. If they really insisted on doing that, I'd give them market value for the first item and then the price would drop off very steeply after that (<em>"What do I need another oak door for? You already sold me three!"</em>). Magic items I let them keep for resale.</p><p></p><p>This has dramatically cut down on the WoW looting/resale aspect of the game, which IMO is a good thing.</p></blockquote><p></p>
[QUOTE="Ogrork the Mighty, post: 4669327, member: 19042"] The whole loot and kill thing is nothing new but is becoming more commonplace with the popularity of games like [I]Diablo [/I]and [I]World of Warcraft[/I]. It shouldn't come as a surprise that players familiar with those games want to import the "loot and sell" aspects to D&D. If you're okay with that, no problem. I was fine with it for a while but eventually I got sick of the players tracking every bit of equipment (mundane or magical) so they could sell it all back in town. Eventually it starting lessening the "heroic" aspect of the game and turned it into an exercise in accounting. I strongly encourage you to discuss your expectations and theirs upfront. Let them know what you do/don't want the game to become. In my game I've flat out told the players they can only take what they're going to use when it comes to mundane items (non-magical weapons, equipment, etc.). There's no hoarding stuff to sell back in town. If they really insisted on doing that, I'd give them market value for the first item and then the price would drop off very steeply after that ([I]"What do I need another oak door for? You already sold me three!"[/I]). Magic items I let them keep for resale. This has dramatically cut down on the WoW looting/resale aspect of the game, which IMO is a good thing. [/QUOTE]
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