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<blockquote data-quote="(un)reason" data-source="post: 6161742" data-attributes="member: 27780"><p><strong><u>Dragon Issue 327: January 2005</u></strong></p><p></p><p></p><p>part 3/7</p><p></p><p></p><p>The spoils of war: The straightforward dungeoneering advice continues with a piece on how your group should divide it's treasure. In the real world, this is often where a perviously successful unit falls apart, as some people want equal shares, while others get greedy and think their contribution is more important than other people's (which may well be true) so they should get a bigger share, and a few simply nick choice bits from the hoard and don't tell everyone else. If you make a formal agreement about this beforehand, you'll probably save yourself a good deal of stress later on. It also reminds us that treasure hoards can be big, heavy, and a nightmare to transport and store. Even if you take encumbrance into account when initially equipping your character, it can be easy to lose track when you're going from room to room, merrily killing and looting as you go. And then there's all the hassle of storing, selling, investing and capitalising on this stuff. Some people really enjoy this, while others would rather just handwave it, and if you leave it in the hands of one person, they'll probably wind up profiting the most. Do you have what it takes to play a party splintering as their success pushes them in different directions while keeping the actual group of players solid OOC? Or would that be a little too close to reality for comfort to be escapism. Either way, this is a solid reminder of how you can vary your playstyle while still remaining within the core dungeoneering experience. </p><p></p><p></p><p>Fiction: The silverfish by Richard Lee Byers. Time for another good ol' murder mystery. The kind of thing that works very differently in the Realms due to the combination of divination magic and the lack of modern policing and judicial process. On the plus side, that does mean someone who sincerely believes in proving guilt or innocence in a case can go private investigator, and get away with causing a fair amount of havoc in the process as long as they get results, because the ends justify the means. This does very much feel like the kind of story that would happen in actual play, and as with his previous work, hews very closely to D&D rules in terms of spells, character classes and setting integration. If you want realism, this isn't the place to look, but for a fast paced adventure full of twists and emotional drama, he still provides the goods. </p><p></p><p></p><p>Paranoia has upgraded to XP edition. Be very thankful it never updated to Vista. It would be terrible to have to choose between being treasonous because you didn't upgrade, and being treasonous because the computer keeps on crashing when you try to use it.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6161742, member: 27780"] [B][U]Dragon Issue 327: January 2005[/U][/B] part 3/7 The spoils of war: The straightforward dungeoneering advice continues with a piece on how your group should divide it's treasure. In the real world, this is often where a perviously successful unit falls apart, as some people want equal shares, while others get greedy and think their contribution is more important than other people's (which may well be true) so they should get a bigger share, and a few simply nick choice bits from the hoard and don't tell everyone else. If you make a formal agreement about this beforehand, you'll probably save yourself a good deal of stress later on. It also reminds us that treasure hoards can be big, heavy, and a nightmare to transport and store. Even if you take encumbrance into account when initially equipping your character, it can be easy to lose track when you're going from room to room, merrily killing and looting as you go. And then there's all the hassle of storing, selling, investing and capitalising on this stuff. Some people really enjoy this, while others would rather just handwave it, and if you leave it in the hands of one person, they'll probably wind up profiting the most. Do you have what it takes to play a party splintering as their success pushes them in different directions while keeping the actual group of players solid OOC? Or would that be a little too close to reality for comfort to be escapism. Either way, this is a solid reminder of how you can vary your playstyle while still remaining within the core dungeoneering experience. Fiction: The silverfish by Richard Lee Byers. Time for another good ol' murder mystery. The kind of thing that works very differently in the Realms due to the combination of divination magic and the lack of modern policing and judicial process. On the plus side, that does mean someone who sincerely believes in proving guilt or innocence in a case can go private investigator, and get away with causing a fair amount of havoc in the process as long as they get results, because the ends justify the means. This does very much feel like the kind of story that would happen in actual play, and as with his previous work, hews very closely to D&D rules in terms of spells, character classes and setting integration. If you want realism, this isn't the place to look, but for a fast paced adventure full of twists and emotional drama, he still provides the goods. Paranoia has upgraded to XP edition. Be very thankful it never updated to Vista. It would be terrible to have to choose between being treasonous because you didn't upgrade, and being treasonous because the computer keeps on crashing when you try to use it. [/QUOTE]
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