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*Dungeons & Dragons
CoS: light on magic treasure? (spoilers)
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<blockquote data-quote="DEFCON 1" data-source="post: 7059863" data-attributes="member: 7006"><p>It's the conundrum of <em>Curse of Strahd</em>... the "reward" you get for running the adventure path is "escape"-- not money.</p><p></p><p>If you have players who are more interesting in "killing monsters / taking their stuff", then CoS might not be the best adventure to run. I believe it's very much more of a roleplaying adventure, where the rewards are not monetary, they are "experiences" the group survives. So if the players buy in to the idea that they cannot escape this land, this land really sucks to stay or live in, and if they want to go home they have to find a way to deal with all these various deadly threats through ingenuity more than brute force... then I think CoS works in spades. But it's definitely different than a lot of other prototypical D&D-esque adventures.</p><p></p><p>And truth be told, I've found it also to be very different on the DM's side of the screen as well. Intentionally making things difficult, not allowing players to call mulligans on actions, not handing out magic like it was from a fountain, changing the resting rules to make it more difficult, not worrying about CR ratings on encounters, and in general just making a whole heap of crap up and throwing them at the players to spook them with little to no justification for why it is happening. It's been an interesting change of pace for me, and I think has made me a better DM because I've had to expand my methodologies and not fall back on my standard operating procedures on running a game.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7059863, member: 7006"] It's the conundrum of [I]Curse of Strahd[/I]... the "reward" you get for running the adventure path is "escape"-- not money. If you have players who are more interesting in "killing monsters / taking their stuff", then CoS might not be the best adventure to run. I believe it's very much more of a roleplaying adventure, where the rewards are not monetary, they are "experiences" the group survives. So if the players buy in to the idea that they cannot escape this land, this land really sucks to stay or live in, and if they want to go home they have to find a way to deal with all these various deadly threats through ingenuity more than brute force... then I think CoS works in spades. But it's definitely different than a lot of other prototypical D&D-esque adventures. And truth be told, I've found it also to be very different on the DM's side of the screen as well. Intentionally making things difficult, not allowing players to call mulligans on actions, not handing out magic like it was from a fountain, changing the resting rules to make it more difficult, not worrying about CR ratings on encounters, and in general just making a whole heap of crap up and throwing them at the players to spook them with little to no justification for why it is happening. It's been an interesting change of pace for me, and I think has made me a better DM because I've had to expand my methodologies and not fall back on my standard operating procedures on running a game. [/QUOTE]
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CoS: light on magic treasure? (spoilers)
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