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No Random treasure !?!?...
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<blockquote data-quote="SweeneyTodd" data-source="post: 4316336" data-attributes="member: 9391"><p>Man, the whole separation of player vs. character knowledge issue seems like it's showing up in this thread in some really interesting ways.</p><p></p><p>I've been listening to my players' idle talk about what would be really neat to find and seeding that into adventures down the line for a while now; either they forgot they had ever thought how much they wanted the foozle and it's like Christmas, or they just kinda smile and nod. And as people have said, it's not any harder to come up with why a useful magical item is in the dungeon than it is to explain the results of a random roll on the treasure table. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Me, I like making my players happy. It's not Monty Haul to do so; just make the challenges commensurate with the rewards. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I'm reminded of a really old Dragon article that was giving examples of two games; one had a low-level fighter slicing through orcs, the other had a high-level knight replete with magic items. The Monty Haul campaign was <em>not</em> the high-level one. The point they were making is that there's absolutely nothing "weak" as a DM to give cool stuff; if they've worked for it, they deserve it.</p></blockquote><p></p>
[QUOTE="SweeneyTodd, post: 4316336, member: 9391"] Man, the whole separation of player vs. character knowledge issue seems like it's showing up in this thread in some really interesting ways. I've been listening to my players' idle talk about what would be really neat to find and seeding that into adventures down the line for a while now; either they forgot they had ever thought how much they wanted the foozle and it's like Christmas, or they just kinda smile and nod. And as people have said, it's not any harder to come up with why a useful magical item is in the dungeon than it is to explain the results of a random roll on the treasure table. :) Me, I like making my players happy. It's not Monty Haul to do so; just make the challenges commensurate with the rewards. :) I'm reminded of a really old Dragon article that was giving examples of two games; one had a low-level fighter slicing through orcs, the other had a high-level knight replete with magic items. The Monty Haul campaign was [i]not[/i] the high-level one. The point they were making is that there's absolutely nothing "weak" as a DM to give cool stuff; if they've worked for it, they deserve it. [/QUOTE]
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