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How do you handle gems as a GM?
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<blockquote data-quote="James Gasik" data-source="post: 9660477" data-attributes="member: 6877472"><p>Yeah, I think I was just disheartened after completing a mega-dungeon recently. I'd become the group's unofficial treasurer, and negotiating with the DM about the value of the things I'd written down when he hadn't given me gp values was a huge hassle for the both of us (especially for MacGuffins and plot coupons that sounded valuable, like "an alabaster carving of a horse's head", but weren't given gp values even in the adventure) and things that were difficult to sell like "10,000 gp worth of profane jewelry that cannot be sold on the open market".</p><p></p><p>So in the end, I asked him how much money he'd be comfortable with the group having, so we could avoid wasting valuable time at the table negotiating with shady merchants or having to deal with taxes, thieves, and outraged Paladins, lol. Because in theory, we had 40,000 gp of loot (which the DM himself twitched at, lol, not having realized how much all this stuff was worth) but I knew in practice that we'd get a lot less when all was said and done, but only after a lot of hassle that, in all likelihood, wouldn't lead to much adventuring. When the stars align, we get 10-ish (in theory) hours of gaming in a month, so there's just no time to go chasing rabbits.</p><p></p><p>And this got me to thinking about how much of a process this sort of thing is in my own games. I don't really want to make treasure less interesting than it already is, but I think I need to be more focused on what you can do with treasure and less on how to liquidate, store, or carry it around, lol.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9660477, member: 6877472"] Yeah, I think I was just disheartened after completing a mega-dungeon recently. I'd become the group's unofficial treasurer, and negotiating with the DM about the value of the things I'd written down when he hadn't given me gp values was a huge hassle for the both of us (especially for MacGuffins and plot coupons that sounded valuable, like "an alabaster carving of a horse's head", but weren't given gp values even in the adventure) and things that were difficult to sell like "10,000 gp worth of profane jewelry that cannot be sold on the open market". So in the end, I asked him how much money he'd be comfortable with the group having, so we could avoid wasting valuable time at the table negotiating with shady merchants or having to deal with taxes, thieves, and outraged Paladins, lol. Because in theory, we had 40,000 gp of loot (which the DM himself twitched at, lol, not having realized how much all this stuff was worth) but I knew in practice that we'd get a lot less when all was said and done, but only after a lot of hassle that, in all likelihood, wouldn't lead to much adventuring. When the stars align, we get 10-ish (in theory) hours of gaming in a month, so there's just no time to go chasing rabbits. And this got me to thinking about how much of a process this sort of thing is in my own games. I don't really want to make treasure less interesting than it already is, but I think I need to be more focused on what you can do with treasure and less on how to liquidate, store, or carry it around, lol. [/QUOTE]
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