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5e GMs - Why or Why Not Wandering Treasure?
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<blockquote data-quote="Kobold Boots" data-source="post: 7505503" data-attributes="member: 92239"><p>I think my way of approaching wandering treasure is to just abstract it out to the larger picture of "how do I want to reward and penalize my players and what example do I want to reinforce."</p><p></p><p>If I'm interested in spending some time every session with the players attempting to search everything (like an old school 1e 10ft pole fest) then I'll keep a list of some treasure off to the side that hasn't been placed and will place it when someone does something cool to find it.</p><p></p><p>If I'm interested in moving the game along, I'll still keep a list of things I know the players might find useful given their builds and at the least, expose a side plot for how they can get those things if they do something cool. At that point whether or not the players want to go after it allows them the agency to change whatever the main plot is for a few sessions.</p><p></p><p>Either way, under no circumstances will I increase the overall amount of treasure that I'm giving out for the module or event. Getting something earlier will result in something else being taken away in the first case, even if it's just coin. If we're running the second way, then of course the players will have a chance to earn everything I initially placed as they need to still go through the motions to get whatever it is.</p><p></p><p>The risk you run with wandering anything, is increasing the power level of the group beyond what you've already balanced out. For some folks that isn't a problem, for others it's a big one. In my case, I always game with at least one player that can turn gold into campaign changing power, if I'm running a game, I take great care to balance things before I give them out. Taking things away after the fact is usually very damaging to trust.</p></blockquote><p></p>
[QUOTE="Kobold Boots, post: 7505503, member: 92239"] I think my way of approaching wandering treasure is to just abstract it out to the larger picture of "how do I want to reward and penalize my players and what example do I want to reinforce." If I'm interested in spending some time every session with the players attempting to search everything (like an old school 1e 10ft pole fest) then I'll keep a list of some treasure off to the side that hasn't been placed and will place it when someone does something cool to find it. If I'm interested in moving the game along, I'll still keep a list of things I know the players might find useful given their builds and at the least, expose a side plot for how they can get those things if they do something cool. At that point whether or not the players want to go after it allows them the agency to change whatever the main plot is for a few sessions. Either way, under no circumstances will I increase the overall amount of treasure that I'm giving out for the module or event. Getting something earlier will result in something else being taken away in the first case, even if it's just coin. If we're running the second way, then of course the players will have a chance to earn everything I initially placed as they need to still go through the motions to get whatever it is. The risk you run with wandering anything, is increasing the power level of the group beyond what you've already balanced out. For some folks that isn't a problem, for others it's a big one. In my case, I always game with at least one player that can turn gold into campaign changing power, if I'm running a game, I take great care to balance things before I give them out. Taking things away after the fact is usually very damaging to trust. [/QUOTE]
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