Mundane treasures--what's the point?

DungeonmasterCal

First Post
In most D&D settings, the most sought after treasures are magical, not for the monetary value, but the "what can it do for me?" value? So it seems that mundane treasures (the Crown Jewels or famous works of art, for example) are completely overlooked in most treasure hordes, as no one wants to try and cart them back to civilization. How do you get your players to choose them along with, or even instead of, magic treasures?
 

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I'll admit it doesn't happen very often, but once and a while my players would opt to keep an art piece if it really suited their characters. Once I picked up on this, I would occasionally design an art object with a particular character in mind and hope they would pick up on it.

So far it has happened once. :p One player's character is a wizard who focuses on fire, alchemy and brilliance, who has always said that she plays chess against her familliar. So I cam up with an obsidian/marble chessboard complete with brass pieces and she kept it.

I should also point out that since my players have high level characters, they have houses to call their own. I think that is a major factor in deciding to keep art objects (they don't have to spend time shopping for house decorations and they don't really have to pay for them either - just collect it from their adversaries.)

Hope that helps a little

J from Three Haligonians
 

Well, first of all, mundane treasure is good for color.

Secondly, they can be plot hooks, or important in some other way (What an interesting goblet you found... it contains what looks like the crest of Aunstell on it, but it's much older and looks different. An historian would be very interested to find this, and it might belong in a museum. Maybe there are threads of Aunstell history left untold?).

Thirdly, if you keep track of weight, mundane treasure comes in handy. An ornate candleholder worth 25 gold is a lot easier to carry than 25 gold.
 

When my groups are lower level and as the norm without an actual base or home, they do not seem greatly interested however this all changes when they have a place of residence.

As a rule in my game, if you have a home or base, it must be mapped and detailed at all times. It has become a measure of pride in my groups to have a home with trophies and such or when they entire certain locations I will get asked.. Exactly what does something look like.. Why? So they can try and cart it off to their abodes. It also is a large factor how much interaction your players have with the local population and such, I have one player who usually has a few social gatherings a year at his home. He may adventure around but he does have investments a local business and owns a tavern.
 

Not a problem I've had. Be careful with 'most'.

This is the same question as 'Why would anyone use anything other than [optimal weapon X]?' or (pre-3E) 'Why does it matter if a haste spell ages me a year?' It matters if the game is set in a world and the characters aren't psychopaths. It doesn't matter if they're powergamers (unless, as may well be the case, the art object is a more compact form of wealth than coins).
 

I think one way to have the characters care more about art objects is to let them know that those are the crown jewels of such and such kingdom. That way the art object can become a hook for the next adventure. Does the kingdom still exist? Is it an ancient empire? Perhaps the owner would like them back, or perhaps they are long sought after by a collector.

As to carting them back to civilization, my players always do. The cost of a bag of holding is made back very quickly, when every piece of art in the dungeon gets hauled back for sale. I have seen players go to extreme lengths to haul art objects from 1,000 pound statues, to huge rugs and tapestries out of an adventure site.
 

tie the art objects into plotlines, the missing crown of whosgotabigchin, which, if returned to the land it vanished from, would allow the character to proclaim himself/herself rightful ruler. The sword of judgement, used by the judges of a city to execute wrongdoers, lost long ago in a civil uprising, they'd pay handsomely to have it returned to its rightful place. the signet ring of lord bloodygoodlock which unlocks his secret treasure vault in his destitute heirs run down mansion. The pewter thighbone of gimmesomegold, inscribed with an ancient series of instructions which lead to great peril, and greater reward, catch is, they're in a dead language.
if the characters just sell them, they'll just get the standard appraised value, if they are clever and follow up leads, they'll get much more, and perfect placing of adventure hooks.
 

In my opinion, mundane treasures are more exciting (from a plot and story point) than most magical treasures -- especially with Quik-E Mart style magic item shops flooding standard D&D campaigns.

But then, most of you probably already knew my opinion on mundane treasures.
 

My characters regularly carry or keep alot in the way of jewelry and gems. As stated above, they're often lighter to carry than platinum, and that's important for a wizard. They're usually easily sold for good value, or traded for goods and services.

You can also use art and the like to present difficulties for the players ... they know that the Mystical Glass Statue of Tarkunham is worth 10,000gp ... intact. How to get 400lbs of enchanted glass back to town, though ... problematic.

And it'd be more realistic, for intelligent foes, to have a large portion of their wealth sunk into actual STUFF. I've got thousands of dollars in STUFF around the house ... I don't have 2,000 bucks in a sack under my bed.

--fje
 

I have found that mundane items with monetary value are prized by my groups, albeit mainly for its cash value. Maybe it is because I don't give out a lot of magic and we have a large group, so the money is what gets divided up. Most of my players have things they want to get or do and it takes money.
 

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