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<blockquote data-quote="Crazy Jerome" data-source="post: 5670896" data-attributes="member: 54877"><p>I don't automatically mind being old school on treasure and making the players work for it, but I do want the mode of play to be clear to everyone up front. Maybe this is because I alternate between two fairly extreme methods:</p><p> </p><p>1. There is roughly the expected amount of treasure. Maybe not expected according to the standard rules, but certainly consistent with the campaign. Most treasure is reasonably easy to get, as a byproduct of doing whatever the campaign is about. We aren't even really focused on the treasure, unless players get attached to certain pieces. Stuff gets left lying around all the time, because the game is not about amassing treasure or doing something with the treasure (or funds from it).</p><p> </p><p>2. There is a lot of treasure available--technically anyway--far more than the rules would normally warrant. Some of it is easy to find. Just pick up those weapons and armor off the orcs you just killed. Some of it is harder to suss out. Some of it is ridiculously hard to recognize--and it you don't think to investigate those runes or detect magic on the pile--your loss. As the same time, it is often difficult to efficiently detect and cart what is available. A big part of the game is deciding when and where to haul something out. It all tends to work out well enough, though a spat of unusually inspired or uninspired play can result in being temporarily flush or deprived, respectively.</p><p> </p><p>I don't mind being a bit of a hard-case with <strong>some</strong> of the treasure in the second case. The players know what we are playing, and it is their choice when to pursue hunches or hints versus when to focus their attention elsewhere. They can't get the satisfaction of successfully following a tiny, obscure clue if I don't give them tiny, obscure clues. Mixing the two methods, however, I've found to be rather dickish.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5670896, member: 54877"] I don't automatically mind being old school on treasure and making the players work for it, but I do want the mode of play to be clear to everyone up front. Maybe this is because I alternate between two fairly extreme methods: 1. There is roughly the expected amount of treasure. Maybe not expected according to the standard rules, but certainly consistent with the campaign. Most treasure is reasonably easy to get, as a byproduct of doing whatever the campaign is about. We aren't even really focused on the treasure, unless players get attached to certain pieces. Stuff gets left lying around all the time, because the game is not about amassing treasure or doing something with the treasure (or funds from it). 2. There is a lot of treasure available--technically anyway--far more than the rules would normally warrant. Some of it is easy to find. Just pick up those weapons and armor off the orcs you just killed. Some of it is harder to suss out. Some of it is ridiculously hard to recognize--and it you don't think to investigate those runes or detect magic on the pile--your loss. As the same time, it is often difficult to efficiently detect and cart what is available. A big part of the game is deciding when and where to haul something out. It all tends to work out well enough, though a spat of unusually inspired or uninspired play can result in being temporarily flush or deprived, respectively. I don't mind being a bit of a hard-case with [B]some[/B] of the treasure in the second case. The players know what we are playing, and it is their choice when to pursue hunches or hints versus when to focus their attention elsewhere. They can't get the satisfaction of successfully following a tiny, obscure clue if I don't give them tiny, obscure clues. Mixing the two methods, however, I've found to be rather dickish. [/QUOTE]
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