Maxperson
Morkus from Orkus
Which would involve the players acting surprised, right?
;-)
Depends on the player. Some players act things out, others just describe their PCs.

Which would involve the players acting surprised, right?
;-)
If you hand out money in D&D according to the rules, the PCs end up with a huge surplus and money sinks are necessary. If you house rule the game and provide less money, then they aren't necessary.
It's never really been an issue in my games. The players find all kinds of ways to spend the money of their PCs. One decided to build and fund orphanages in a major city for example.
Ah, I wondered when this would show up..... then you shouldn't be DMing.
Considering how much people bitch about how fast leveling is, it's really a wonder when you have other people insisting that you have no downtime and must adventure every single second of your character's life or you are wasting time.
And, as far as modules go, if you are incapable of adjusting a module to fit with your play style, then you shouldn't be DMing.
That's why I almost never run a module. It takes me more work to adapt a module than it does to create an adventure from scratch.To be fair, it's almost never a matter of "can't." It's usually a matter of "is running this module worth the amount of effort it would take to adapt it."
That's why I almost never run a module. It takes me more work to adapt a module than it does to create an adventure from scratch.
I tend to play realistic encumbrance, not so much in absolute numbers but in volume. No golfbag of maic swords in my campaign unless your pack horse fits into the dungeon.
In theory this post reads as very reasonable.I disagree entirely. Because in a TTRPG the DM has direct control over how much currency is introduced, there is no inherent need for money sinks to control the amount of currency in play. Money sinks are only really necessary in computer games where the developers may not have direct control over how much time the players put into generating currency, and thus require a (non-linear) money sink to control the money supply. Also, the flexibility provided by having a DM in TTRPGs means money doesn't need to just flow uselessly into money sinks, but can instead be used as a valuable resource for overcoming obstacles.
I'm frankly shocked that you consider money sinks a common feature of TTRPG play. If you find yourself needing to rely on them, why not just give the characters less currency in the first place?