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How has D&D changed over the decades?
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<blockquote data-quote="overgeeked" data-source="post: 8585400" data-attributes="member: 86653"><p>Right. Players are generally wicked smart and will be devious as sin to get what they want. They want XP...if that XP is behind looted gold...they will focus being smart on getting that gold. Things like flooding dungeons by diverting rivers comes to mind. Smoking out monsters from their lairs. Playing monster factions against each other, then mopping up whoever remains. Coming up with wild heist plans to secure the gold with a minimum of fighting. That's infinitely more entertaining than "kick in the door, kill the monsters..."</p><p></p><p>Of course. But you don't let them.</p><p></p><p>What an odd juxtaposition. The DM's job is to keep the game from "devolving" into a video game. Letting the PCs have infinite, consequence free time to loot every scrap of tin or iron from a massive underground structure, and somehow haul an infinite load of stuff back to town, only to sell it all to the unquestioning merchants at retail...sounds like it's a video game.</p><p></p><p>Well, of course. That's why you don't treat it like that. Your job as the DM is to play the world as realistically (in a verisimilitude sense, not a simulation sense) as possible. Do you live anywhere near where meth is a problem? Addicts will break into places and steal every scrap of metal they can and sell it. Businesses have to put safeguards in place to prevent it and merchants have to prevent the addicts from selling the stolen metal. Same with regulations about pawn shops. Port that stuff into your XP for gold game and you'll see a dramatic drop off of nonsense.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8585400, member: 86653"] Right. Players are generally wicked smart and will be devious as sin to get what they want. They want XP...if that XP is behind looted gold...they will focus being smart on getting that gold. Things like flooding dungeons by diverting rivers comes to mind. Smoking out monsters from their lairs. Playing monster factions against each other, then mopping up whoever remains. Coming up with wild heist plans to secure the gold with a minimum of fighting. That's infinitely more entertaining than "kick in the door, kill the monsters..." Of course. But you don't let them. What an odd juxtaposition. The DM's job is to keep the game from "devolving" into a video game. Letting the PCs have infinite, consequence free time to loot every scrap of tin or iron from a massive underground structure, and somehow haul an infinite load of stuff back to town, only to sell it all to the unquestioning merchants at retail...sounds like it's a video game. Well, of course. That's why you don't treat it like that. Your job as the DM is to play the world as realistically (in a verisimilitude sense, not a simulation sense) as possible. Do you live anywhere near where meth is a problem? Addicts will break into places and steal every scrap of metal they can and sell it. Businesses have to put safeguards in place to prevent it and merchants have to prevent the addicts from selling the stolen metal. Same with regulations about pawn shops. Port that stuff into your XP for gold game and you'll see a dramatic drop off of nonsense. [/QUOTE]
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