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*Dungeons & Dragons
Revisiting 4th Edition
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<blockquote data-quote="DEFCON 1" data-source="post: 6078011" data-attributes="member: 7006"><p>Yeah, that seems like it can get kind of lame when there's no "item" to speak of in the treasure pile. It kinda of short-changes the narrative. Seems like the DM is taking the concept of the "wish list" and just removing all effort on his own part and putting it all on you.</p><p></p><p>The original idea of the "wish list" I think was a good one. Rather than populating treasure piles with heaps of magic items that no one gives two rats about and which end up just getting sold off for gold (which begged the question why there *weren't* more magic item shops that sold all these excess magic items that all these adventuring parties didn't want)... the "wish list" gave a DM an idea of what players would actually want and actually use, and thus could populate his treasure piles accordingly (and thus cut down on the extremes of "excess treasure").</p><p></p><p>Of course, this idea was an anathema to a number of players because that in itself broke narrative immersion a little bit since piles of treasure just always seemed to happen to have the same type of magic weapon that the PC actually used (which I can certainly understand.) Of course granted... many of these same players also decried the idea of the "magic item shop", but yet could never seem to adequately explain where all those +1 longswords went that all these adventuring parties found as part of generic treasure and then sold off to the blacksmith in town. THAT part of the 'narrative immersion' just sort of fell by the wayside. <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>It makes perfect sense that if you don't want a "magic item shop" in your town... but also don't want to force your players to all use longswords and shortswords (since those seem to be the most popular items that gets enchanted and thus the items in the treasure pile are less likely to "go to waste")... going the "wish list" route is a way to go about it. But it still falls to the DM to care about how his players interact with the fiction and put a little effort to <em>at least in part</em> mask the "wish list" concept a bit. Sure, there might seem to be magical spiked chains in treasure piles a bit more often than would strain credibility... but I'd rather see a little break in the immersion than to tell the players to only use longswords because you want to me more "logical" or "realistic" in what would actually appear in any random pile of loot.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6078011, member: 7006"] Yeah, that seems like it can get kind of lame when there's no "item" to speak of in the treasure pile. It kinda of short-changes the narrative. Seems like the DM is taking the concept of the "wish list" and just removing all effort on his own part and putting it all on you. The original idea of the "wish list" I think was a good one. Rather than populating treasure piles with heaps of magic items that no one gives two rats about and which end up just getting sold off for gold (which begged the question why there *weren't* more magic item shops that sold all these excess magic items that all these adventuring parties didn't want)... the "wish list" gave a DM an idea of what players would actually want and actually use, and thus could populate his treasure piles accordingly (and thus cut down on the extremes of "excess treasure"). Of course, this idea was an anathema to a number of players because that in itself broke narrative immersion a little bit since piles of treasure just always seemed to happen to have the same type of magic weapon that the PC actually used (which I can certainly understand.) Of course granted... many of these same players also decried the idea of the "magic item shop", but yet could never seem to adequately explain where all those +1 longswords went that all these adventuring parties found as part of generic treasure and then sold off to the blacksmith in town. THAT part of the 'narrative immersion' just sort of fell by the wayside. ;) It makes perfect sense that if you don't want a "magic item shop" in your town... but also don't want to force your players to all use longswords and shortswords (since those seem to be the most popular items that gets enchanted and thus the items in the treasure pile are less likely to "go to waste")... going the "wish list" route is a way to go about it. But it still falls to the DM to care about how his players interact with the fiction and put a little effort to [I]at least in part[/I] mask the "wish list" concept a bit. Sure, there might seem to be magical spiked chains in treasure piles a bit more often than would strain credibility... but I'd rather see a little break in the immersion than to tell the players to only use longswords because you want to me more "logical" or "realistic" in what would actually appear in any random pile of loot. [/QUOTE]
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