darkbard
Legend
In another thread, [MENTION=42582]pemerton[/MENTION], tangentially to his main point, posits
There have been several threads of late seeking to establish definitions for gaming terms and parse the built-in assumptions behind said definitions, and these threads have revealed that there is very little consensus about what we mean by the basic roleplaying definitions we use. Nevertheless, let's assume that we all understand what I mean by the "standard D&D model" of loot (be it coins, gems, magic items, whathaveyou) being attached to encounters of various kinds as a reward for overcoming the encounters and that a basic loot progression as the characters advance is assumed as part of the game.
So, with that in mind, and addressing the italicized, bolded part of pemerton's post above, what "interesting ideas for how those parcels can come into play" have you actually used in your games beyond simply items to be looted from corpses, discovered in secret compartments when searching chambers, etc. (which, in fact, often is not particularly interesting, although it occasionally can be so)?
Some obvious possibilities are rewards from a benefactor when completing some task, which retains the pacing mechanism built into the game, divine boons, unleashed potential from items already in the possession of PCs (e.g. an heirloom longword that develops a magical property over gameplay rather than the PC finding a new sword), etc.
I'm curious most especially about actual examples from gameplay.
If it's obviously inappropriate given genre and established backstory (eg Luke Crane's example of beam weapons in the Duke's toilet) then the answer is no. I would also extend this to low/no stakes distractions - "we search the bodies for loot". In my 4e game I'll often just say "They've got nothing valuable", rather than waste time on what is essentially a distraction - loot is on a "timer" (treasure parcels), and if I've got interesting ideas for how those parcels can come into play, I'm not intersted in spending time on paragon-tier PCs looting hobgoblins. (Contrast our BW game, where Resources is a vital stat constantly under pressure, and the search for loot might generate a high-stakes Scavenging check.)
There have been several threads of late seeking to establish definitions for gaming terms and parse the built-in assumptions behind said definitions, and these threads have revealed that there is very little consensus about what we mean by the basic roleplaying definitions we use. Nevertheless, let's assume that we all understand what I mean by the "standard D&D model" of loot (be it coins, gems, magic items, whathaveyou) being attached to encounters of various kinds as a reward for overcoming the encounters and that a basic loot progression as the characters advance is assumed as part of the game.
So, with that in mind, and addressing the italicized, bolded part of pemerton's post above, what "interesting ideas for how those parcels can come into play" have you actually used in your games beyond simply items to be looted from corpses, discovered in secret compartments when searching chambers, etc. (which, in fact, often is not particularly interesting, although it occasionally can be so)?
Some obvious possibilities are rewards from a benefactor when completing some task, which retains the pacing mechanism built into the game, divine boons, unleashed potential from items already in the possession of PCs (e.g. an heirloom longword that develops a magical property over gameplay rather than the PC finding a new sword), etc.
I'm curious most especially about actual examples from gameplay.