Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Parcel Distribution: Missed Parcels & Creative Income
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="LostSoul" data-source="post: 5413916" data-attributes="member: 386"><p>Here's my take.</p><p></p><p>If we assume that treasure is something that the players consider a reward - something that good choices should bring more of and poor choices should bring less of - then not allowing their choices to have an impact on how much treasure they get is railroading. If they miss a treasure parcel because of a bad choice, they have to suffer the consequences of it; if they pick up extra treasure because of good choices, they reap the rewards</p><p></p><p>If we assume that the players don't care about treasure - the choices they are interested in making don't have anything to do with getting more or less treasure - then rewarding/penalizing choices they don't want to make is going to clutter the game and bias play in a way that the players aren't interested in. You should give exactly what the treasure parcel system says, because that's what the game assumes they will have. If they miss a treasure parcel put one in later on, and if they earn some extra cash somehow subtract it from an existing parcel.</p><p></p><p>For example: The player is interested in playing a specific role. The choice in-game is either play the role or go against the role, get some cash, and become more powerful. This is a choice the player doesn't want to have to make. Suddenly "playing the role" - which is what he drove an hour for and decided to miss the hockey game in order to do - has an opportunity cost attached to it. (That role could superficially be tied to cash - "I want to play a roguish thief who's always penniless so he has to come up with crazy schemes to get money." A choice in game that creates the opportunity cost might be something like living as a merchant, a safe and boring life, making a load of money.)</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5413916, member: 386"] Here's my take. If we assume that treasure is something that the players consider a reward - something that good choices should bring more of and poor choices should bring less of - then not allowing their choices to have an impact on how much treasure they get is railroading. If they miss a treasure parcel because of a bad choice, they have to suffer the consequences of it; if they pick up extra treasure because of good choices, they reap the rewards If we assume that the players don't care about treasure - the choices they are interested in making don't have anything to do with getting more or less treasure - then rewarding/penalizing choices they don't want to make is going to clutter the game and bias play in a way that the players aren't interested in. You should give exactly what the treasure parcel system says, because that's what the game assumes they will have. If they miss a treasure parcel put one in later on, and if they earn some extra cash somehow subtract it from an existing parcel. For example: The player is interested in playing a specific role. The choice in-game is either play the role or go against the role, get some cash, and become more powerful. This is a choice the player doesn't want to have to make. Suddenly "playing the role" - which is what he drove an hour for and decided to miss the hockey game in order to do - has an opportunity cost attached to it. (That role could superficially be tied to cash - "I want to play a roguish thief who's always penniless so he has to come up with crazy schemes to get money." A choice in game that creates the opportunity cost might be something like living as a merchant, a safe and boring life, making a load of money.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Parcel Distribution: Missed Parcels & Creative Income
Top