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General Tabletop Discussion
*Dungeons & Dragons
Ditching the Treasure Treadmill
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<blockquote data-quote="Pamphylian" data-source="post: 9805402" data-attributes="member: 7053769"><p>All great options! But I'd also want there to be the option of repairing a wrecked ship (for money), or taking out a ruinous high interest loan to acquire a ship at an earlier level than I'd expect. Each strategy has its advantages and disadvantages, all (including getting the treasure necessary) require adventure, and it's up to the party to figure out the best route. I think the dynamic I want is for my players to get treasure and see new options open up before their eyes, and start coming up with clever or deranged schemes for using it. Long term projects, "game breaking" splurges, new fronts to open up in the battle against evil..I feel a bit like I'm not doing my job if I'm not giving them campaign-advancing ways to use wealth. I also like the time dimension spending money opens up (projects like strongholds that take time, ongoing expenses, etc.) - it keeps the players hungry and keeps the game world in motion. I generally want to avoid extended bookkeeping but I think it can be done in a way that's not much more involved than keeping track of hp. </p><p></p><p></p><p></p><p>Yeah, I'm not sure about an ongoing degradation mechanic. On the other hand, I do like something like AD&D's item saving throw system - getting hit by dragon fire should put some things at risk. I also like Rust Monsters. It's another part of the character sheet to attack, and in general magic items that come and go is all part of an adventure. Since I'm not a big fan of a magic item market I wouldn't intend this to be a big money sink. But, I like the idea of PCs being high-throughput (for items, money, etc.) - there's something qualitatively different about e.g. AD&D's high training costs+plus high expected income regime (versus low income, low spend) + things being easy come easy go - it sets up a nice dynamic that gets PCs interfacing more with the world.</p></blockquote><p></p>
[QUOTE="Pamphylian, post: 9805402, member: 7053769"] All great options! But I'd also want there to be the option of repairing a wrecked ship (for money), or taking out a ruinous high interest loan to acquire a ship at an earlier level than I'd expect. Each strategy has its advantages and disadvantages, all (including getting the treasure necessary) require adventure, and it's up to the party to figure out the best route. I think the dynamic I want is for my players to get treasure and see new options open up before their eyes, and start coming up with clever or deranged schemes for using it. Long term projects, "game breaking" splurges, new fronts to open up in the battle against evil..I feel a bit like I'm not doing my job if I'm not giving them campaign-advancing ways to use wealth. I also like the time dimension spending money opens up (projects like strongholds that take time, ongoing expenses, etc.) - it keeps the players hungry and keeps the game world in motion. I generally want to avoid extended bookkeeping but I think it can be done in a way that's not much more involved than keeping track of hp. Yeah, I'm not sure about an ongoing degradation mechanic. On the other hand, I do like something like AD&D's item saving throw system - getting hit by dragon fire should put some things at risk. I also like Rust Monsters. It's another part of the character sheet to attack, and in general magic items that come and go is all part of an adventure. Since I'm not a big fan of a magic item market I wouldn't intend this to be a big money sink. But, I like the idea of PCs being high-throughput (for items, money, etc.) - there's something qualitatively different about e.g. AD&D's high training costs+plus high expected income regime (versus low income, low spend) + things being easy come easy go - it sets up a nice dynamic that gets PCs interfacing more with the world. [/QUOTE]
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