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Mundane treasures--what's the point?
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<blockquote data-quote="Jeremy E Grenemyer" data-source="post: 2425617" data-attributes="member: 12388"><p>Here’s what I like do in my game to keep my players interested in otherwise mundane items:</p><p></p><p>I go out of my way to describe mundane objects that come from unknown and alien civilizations. Paintings and bed sheets are the last thing on a character’s mind; but what if the painting was made by a Githyanki and the bed sheets once belonged to a drow matron mother?</p><p></p><p>My players really didn’t get into mundane treasures until I started adding more detail like this. At that point they realized they wanted to put these things into the rooms their characters would occupy once they build a group stronghold.</p><p></p><p>Another thing I do is to inform my players (through NPCs) that there is a real demand in the game world for those mundane things only adventures are ever likely to come across (much less bring back to civilization once disovered), whether it be from any of a variety of merchants and re-sellers, or from serious collectors.</p><p></p><p>Consider, for example, the value of a bust of the last Coronal of Cormanthor recovered from Myth Drannor, even if slightly marred or damaged.</p><p></p><p>To a collector of such things (perhaps a rich Sembian Merchant or Whaterdahvian Noble enamored of elven artifacts, or a wise ruler who sees the value in remembering that even the most powerful realms may fall), such an item would be worth far, far more than its weight in gold.</p><p></p><p>By taking pains to have NPC merchants, guildmasters and sages point out their interest in acquiring such things, I learned I could promote roleplaying, NPC interaction (read: bargaining, strengthening NPC/PC relationship, etc..) and group planning in my Forgotten Realms campaign.</p><p></p><p>The cool part is talk of such items aren’t even connected to my main plot hooks. I just drop in-(NPC)character hints while roleplaying standard discussions between NPCs and the players over the players original topic of interest, and so give my players even more to ponder and think about after they’ve left the NPC’s abode.</p><p></p><p>This way a campaign can by broadened in scope and build up layers of possible adventures, and so become more believable and memorable.</p><p></p><p>And despite what Faerar might say, it’s quite possible for Monty Haul power gamer types to get interested in this sort of play too. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>J. Grenemyer</p></blockquote><p></p>
[QUOTE="Jeremy E Grenemyer, post: 2425617, member: 12388"] Here’s what I like do in my game to keep my players interested in otherwise mundane items: I go out of my way to describe mundane objects that come from unknown and alien civilizations. Paintings and bed sheets are the last thing on a character’s mind; but what if the painting was made by a Githyanki and the bed sheets once belonged to a drow matron mother? My players really didn’t get into mundane treasures until I started adding more detail like this. At that point they realized they wanted to put these things into the rooms their characters would occupy once they build a group stronghold. Another thing I do is to inform my players (through NPCs) that there is a real demand in the game world for those mundane things only adventures are ever likely to come across (much less bring back to civilization once disovered), whether it be from any of a variety of merchants and re-sellers, or from serious collectors. Consider, for example, the value of a bust of the last Coronal of Cormanthor recovered from Myth Drannor, even if slightly marred or damaged. To a collector of such things (perhaps a rich Sembian Merchant or Whaterdahvian Noble enamored of elven artifacts, or a wise ruler who sees the value in remembering that even the most powerful realms may fall), such an item would be worth far, far more than its weight in gold. By taking pains to have NPC merchants, guildmasters and sages point out their interest in acquiring such things, I learned I could promote roleplaying, NPC interaction (read: bargaining, strengthening NPC/PC relationship, etc..) and group planning in my Forgotten Realms campaign. The cool part is talk of such items aren’t even connected to my main plot hooks. I just drop in-(NPC)character hints while roleplaying standard discussions between NPCs and the players over the players original topic of interest, and so give my players even more to ponder and think about after they’ve left the NPC’s abode. This way a campaign can by broadened in scope and build up layers of possible adventures, and so become more believable and memorable. And despite what Faerar might say, it’s quite possible for Monty Haul power gamer types to get interested in this sort of play too. ;) J. Grenemyer [/QUOTE]
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