Is it just me or is there a serious imbalance in the amount of treasure laying about in most of TSR's (sorry, guys) published adventures? For example, check out HHQ1 Fighter's Challenge, a new AD&D module that's designed for one character (preferrably a fighter, level 2-4). The adventure yields no less than three different pairs of magical boots to the tenacious treasure seeker! Oddly, the resourceful adventurer could also find two identical long swords useful against lycanthropes and shape-changers (a fairly rare item according to the treasure tables in the Dungeon Master's Guide), and many other magical treasures are conveniently placed to aid the questing warrior overcome specific obstacles and opponents that are later encountered.
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Then there's the sheer volume of magic and monetary booty waiting to be won. Any single character that completes this module [snip] will have a magical and monetary treasure hoard that would make Monty Haul blush! And this from the same folk who discourage such rampant wealth distribution in other sources such as the DMG.
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Back to the Fighter's Challenge. Any 4th-level character that completes this module, or even its main goal, will gain much more magic than seems reasonable. If the scenario's small town and its environs are typical of the rest of the realm, there could easily exist specialty shops that sell magic curios and weapons openly in the larger towns and cities. Magical items would be so plentiful, in fact, there could be many such shops---a practice the DMG specifically discourages.
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These criticisms refer to Fighter's Challenge as an example only; my intent is not to single out the author or any one module. Rather, this module is indicative of an inherent design trend in most of TSR's products that dates back to the AD&D1 1st Edition game and that, alas, the AD&D 2nd Edition game failed to correct although the intent is clearly there.