Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
A DM's Dilemma: Item acquisition and placement
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Vegepygmy" data-source="post: 5632035" data-attributes="member: 40109"><p>I said "liberate yourself from <em>what you <u>think</u> the rules are commanding you to do</em>." The rules do not actually command you to hand out a certain amount of treasure; they are simply giving you a guideline.</p><p> </p><p>I'm running a campaign right now where the PCs are 5th level. The fighter has yet to acquire a magic weapon of any kind. The cleric has a +1 shield and that's about it. Another character has nothing magical except for a few potions. My players can hardly wait to play each week; the campaign has not suffered a bit from having "under-equipped" PCs.</p><p> </p><p>I wasn't trying to offend you by pointing out your inexperience. Rather, I was hoping you might pause for a moment and consider whether those who have been doing it a lot longer than you might actually know something you don't. If you choose to reject their advice...well, that's a privilege of youth (and/or inexperience).</p><p> </p><p>But I'll attempt to answer your question. What makes treasure acquisition exciting is the same thing that makes combat encounters (or anything else in the game) exciting: <u>the possibility of failure</u>. If you are intent on removing that, the only thing you can do to maintain the excitement is to create <u>the <em>illusion</em> of the possibility of failure</u>.</p><p> </p><p>Yes, my advice is essentially to give out random loot and not care if the PCs get it or not. Let them succeed or fail, win or lose <em>on their own merits</em>. That's what makes the game a <em>game</em>. And the harder it is for them to succeed, the more satisfying it will be when they do.</p><p> </p><p>Sure, there's no problem with giving them another opportunity to find treasure if they missed it the first (or second, or third) time. I'm not sure I see what this has to do with your question of making treasure acquisition more <em>exciting,</em> however.</p><p> </p><p>It's possible that I simply don't understand the problem you're perceiving. Perhaps you could give us an actual example from play where the PCs have failed to acquire the treasure you've made available, and how that then caused a problem? Maybe you could include your attempts to alleviate the problem, and how <em>those</em> failed as well. (If you'd like to give an example at all, of course.)</p></blockquote><p></p>
[QUOTE="Vegepygmy, post: 5632035, member: 40109"] I said "liberate yourself from [I]what you [U]think[/U] the rules are commanding you to do[/I]." The rules do not actually command you to hand out a certain amount of treasure; they are simply giving you a guideline. I'm running a campaign right now where the PCs are 5th level. The fighter has yet to acquire a magic weapon of any kind. The cleric has a +1 shield and that's about it. Another character has nothing magical except for a few potions. My players can hardly wait to play each week; the campaign has not suffered a bit from having "under-equipped" PCs. I wasn't trying to offend you by pointing out your inexperience. Rather, I was hoping you might pause for a moment and consider whether those who have been doing it a lot longer than you might actually know something you don't. If you choose to reject their advice...well, that's a privilege of youth (and/or inexperience). But I'll attempt to answer your question. What makes treasure acquisition exciting is the same thing that makes combat encounters (or anything else in the game) exciting: [U]the possibility of failure[/U]. If you are intent on removing that, the only thing you can do to maintain the excitement is to create [U]the [I]illusion[/I] of the possibility of failure[/U]. Yes, my advice is essentially to give out random loot and not care if the PCs get it or not. Let them succeed or fail, win or lose [I]on their own merits[/I]. That's what makes the game a [I]game[/I]. And the harder it is for them to succeed, the more satisfying it will be when they do. Sure, there's no problem with giving them another opportunity to find treasure if they missed it the first (or second, or third) time. I'm not sure I see what this has to do with your question of making treasure acquisition more [I]exciting,[/I] however. It's possible that I simply don't understand the problem you're perceiving. Perhaps you could give us an actual example from play where the PCs have failed to acquire the treasure you've made available, and how that then caused a problem? Maybe you could include your attempts to alleviate the problem, and how [I]those[/I] failed as well. (If you'd like to give an example at all, of course.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
A DM's Dilemma: Item acquisition and placement
Top