Different strokes for different folks - I'm not particularly fond of adventures based around questing for items (as a player or DM). Also, it doesn't bother me to purposely make villains and adversaries whose items also happen to be things the PCs want. In fact those items are treasure the NPCs would logically have.As DM I don't see that as my problem. I create an environment with opportunities for the PCs to be cool, but it's primarily simulationist - NPCs have treasure they'd logically have, not what suits the PCs.
An Orb wizard in my 4e campaign did get lucky last session - the figure I was using for the Troglodyte shaman carried a big red crystal orb, so I noted it as a +2 Orb. I didn't drop it to suit the player though, I didn't even make the association until later, and if the Wizard PC had been more proactive I expect he could have had one made for him earlier (only issue there is that I'm not sure the party treasurer is actually handing out any treasure to the other PCs - again, not my problem!). And in fact the Wizard just hit 6th level, so he could even make one himself.
Noted. Obviously we disagree. I'm not clear how a difference in taste contributes here.I don't think DnD is really a very good system for story-based games,
IMO, you have pretty well described yourself away from "story-based" already.but regardless, I like the magic item wishlist. I think as a DM, if you're going to reward players, there's nothing worse than handing out items the player doesn't want. Part of the trust between player and DM is that the player is going to get a satisfying reward for braving danger.
This I very much agree with. Anything that puts more brains working on the world dynamics is a good thing.Wish-lists are also a good way to get idea on new adventures and such, even if you prefer the characters should quest for them in game method.
The DM can look at the list, and plan a number of adventures around them, and then throw out hints and such in game.
This I very much agree with. Anything that puts more brains working on the world dynamics is a good thing.
Though I'd hope gear is just the tip of the iceberg for this type process. And I would also hope that other elements come first.
I don't think DnD is really a very good system for story-based games, but regardless, I like the magic item wishlist. I think as a DM, if you're going to reward players, there's nothing worse than handing out items the player doesn't want. Part of the trust between player and DM is that the player is going to get a satisfying reward for braving danger.
My D&D characters look for magic items in ancient crypts and bustling bazaars, not Sears catalogs.