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How can I avoid a Monty-Haul campaign in DnD?
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<blockquote data-quote="Neonchameleon" data-source="post: 6082411" data-attributes="member: 87792"><p>Honestly don't worry about it. Don't rob them (and never rob them without giving them a sporting chance to protect themselves). Just let them have it. +1 equipment means +1 on a number of d20 rolls - or about a 5% difference in performance. It's nice, it's flashy, and it's useful. But it's not going to seriously alter the game.</p><p></p><p>Monty Haul would be if they had +3 or above stuff at level 1 at a minimum. And the first rule of DMing: Relax. You'll worry about things going wrong far more than the players do. There are only really three ways to get your first campaign wrong. Starting with the most likely: </p><p></p><p></p><ol> <li data-xf-list-type="ol">Turn the players into spectators by disempowering them and having the NPCs run rings round them whether by solving the quests or robbing the PCs without a chance, or simply offering only one solution. The game is about the PCs.</li> <li data-xf-list-type="ol">Make it too much of a cake walk (which is hard to do in 4e at low level as long as you have Monster Vault and follow the encounter building guidelines). Monty Haul is an example of this - the biggest problem Monty Haul games have is that the PCs end up effectively playing Iron Man, but anything that can crack Iron Man's armour is realistically going to turn Tony Stark into strawberry jam.</li> <li data-xf-list-type="ol">Letting whatever fetishes and kinks you have overrun the game (yes, this does need pointing out because people actually do this).</li> </ol><p></p><p>If you aren't doing anything on that list for your first campaign you're good. As long as you and your players are all having fun.</p><p></p><p>+1 isn't going to break anything and they should be starting to pick up first +1 items at level 1 anyway. The 200GP carriage is fine. It's a carriage. It just means when they go from villiage to villiage or across the town they get to travel in style. Who cares? Well, they do (obviously), and some of the NPCs do. Have a couple of NPCs complement them on it - or try to ask for money because they are obviously rich if they own that. But fundamentally the carriage won't do anything for them that they couldn't do by walking where they are going (and there are places they can walk they can't take it) unless it's pulled by pegasi and can fly or it's pulled by elephants.</p><p></p><p>And the first rule of DMing is the same as the first rule of a lot of things. Don't sweat the small stuff. If the PCs are taking the game in directions you didn't expect that just means you're doing well.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6082411, member: 87792"] Honestly don't worry about it. Don't rob them (and never rob them without giving them a sporting chance to protect themselves). Just let them have it. +1 equipment means +1 on a number of d20 rolls - or about a 5% difference in performance. It's nice, it's flashy, and it's useful. But it's not going to seriously alter the game. Monty Haul would be if they had +3 or above stuff at level 1 at a minimum. And the first rule of DMing: Relax. You'll worry about things going wrong far more than the players do. There are only really three ways to get your first campaign wrong. Starting with the most likely: [LIST=1] [*]Turn the players into spectators by disempowering them and having the NPCs run rings round them whether by solving the quests or robbing the PCs without a chance, or simply offering only one solution. The game is about the PCs. [*]Make it too much of a cake walk (which is hard to do in 4e at low level as long as you have Monster Vault and follow the encounter building guidelines). Monty Haul is an example of this - the biggest problem Monty Haul games have is that the PCs end up effectively playing Iron Man, but anything that can crack Iron Man's armour is realistically going to turn Tony Stark into strawberry jam. [*]Letting whatever fetishes and kinks you have overrun the game (yes, this does need pointing out because people actually do this). [/LIST] If you aren't doing anything on that list for your first campaign you're good. As long as you and your players are all having fun. +1 isn't going to break anything and they should be starting to pick up first +1 items at level 1 anyway. The 200GP carriage is fine. It's a carriage. It just means when they go from villiage to villiage or across the town they get to travel in style. Who cares? Well, they do (obviously), and some of the NPCs do. Have a couple of NPCs complement them on it - or try to ask for money because they are obviously rich if they own that. But fundamentally the carriage won't do anything for them that they couldn't do by walking where they are going (and there are places they can walk they can't take it) unless it's pulled by pegasi and can fly or it's pulled by elephants. And the first rule of DMing is the same as the first rule of a lot of things. Don't sweat the small stuff. If the PCs are taking the game in directions you didn't expect that just means you're doing well. [/QUOTE]
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How can I avoid a Monty-Haul campaign in DnD?
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