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Ditching the Treasure Treadmill
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<blockquote data-quote="Pamphylian" data-source="post: 9806824" data-attributes="member: 7053769"><p>Yeah - I absolutely want my players doing all of the above. I want them with ties to the world as they grow in power and I want them influencing the world on a big scale. When the big bad comes knocking, I want there to be things besides their lives I can credibly threaten and I want there to be things besides their character abilities that they can marshal in their defense. I've found that most players want this too, even if they don't necessarily want to deal with a spreadsheet of recurring expenses. </p><p></p><p></p><p></p><p>I think the synthesis for this and the above sentiment is that ideally you can get big capital expenditures from players without requiring detailed spreadsheet accounting on their part. I think this is basically how it works a lot of the time in history and fiction, and how I try to run things. I as the DM am happy to play the simpering but competent-enough master of coin to barbarian kings that are the PCs (the Littlefingers to their Robert Baratheons), taking care of the accounting details, reminding them how much they have in the bank when they contemplate a big purchase, giving them low balance alerts, unscrupulously offering to get them a loans, etc. They can always dive into the details and micromanage if they want (and some do), or spend like drunken sailors until they can't anymore and need to go out adventuring (surely a core adventuring trope). </p><p></p><p>Obviously it depends on the type of game you want to play and what skills you wish to test, but the core of DnD even these days is tied up with resource management (mostly of HP/spells/abilities), and I've always found it much richer to layer on resources besides hit points (time, money, etc.) at different scales, to get players thinking about more than just the current encounter.</p></blockquote><p></p>
[QUOTE="Pamphylian, post: 9806824, member: 7053769"] Yeah - I absolutely want my players doing all of the above. I want them with ties to the world as they grow in power and I want them influencing the world on a big scale. When the big bad comes knocking, I want there to be things besides their lives I can credibly threaten and I want there to be things besides their character abilities that they can marshal in their defense. I've found that most players want this too, even if they don't necessarily want to deal with a spreadsheet of recurring expenses. I think the synthesis for this and the above sentiment is that ideally you can get big capital expenditures from players without requiring detailed spreadsheet accounting on their part. I think this is basically how it works a lot of the time in history and fiction, and how I try to run things. I as the DM am happy to play the simpering but competent-enough master of coin to barbarian kings that are the PCs (the Littlefingers to their Robert Baratheons), taking care of the accounting details, reminding them how much they have in the bank when they contemplate a big purchase, giving them low balance alerts, unscrupulously offering to get them a loans, etc. They can always dive into the details and micromanage if they want (and some do), or spend like drunken sailors until they can't anymore and need to go out adventuring (surely a core adventuring trope). Obviously it depends on the type of game you want to play and what skills you wish to test, but the core of DnD even these days is tied up with resource management (mostly of HP/spells/abilities), and I've always found it much richer to layer on resources besides hit points (time, money, etc.) at different scales, to get players thinking about more than just the current encounter. [/QUOTE]
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