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Running a session of Basic D&D -- my game group's experience
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<blockquote data-quote="Tav_Behemoth" data-source="post: 5068455" data-attributes="member: 18017"><p>I share your desire to do things "by-the-book", which is why I like playing OD&D where even following the rules obsessively leaves many situations where we can creatively figure out what the outcome should be.</p><p></p><p>The Caverns of Thracia adventure my campaign has mostly been devoted to is also very light on treasure. As we've been talking about the subsequent slow rate of advancement at The Mule Abides, one poster (Alexander) proposed that the "golden mean" for fun old-school D&D is to place 4 GP that the players might find for every 1 XP that they might earn by defeating its guardians. </p><p></p><p>I've used this rule of thumb a few times when I needed to place impromptu treasure (although since I use pre-Supplement I XP rates, I give 400 GP for every 1 HD of creature), and found it helpful.</p><p></p><p>When I want to stick to a module as written (purely due to my own madness) and it doesn't contain enough treasure to hit this mark, I second the motion to find ways to have NPCs pay the adventurers for their deeds. I prefer to do this after the fact at first, because I'd rather leave motivations and goals up to the players. For example, when the heroes cleared out a section of the dungeon, I had the representative of some underworld types offer to buy the rights to settle into that area.</p><p></p><p>Players being the greedy creatures that they are, it didn't take long for them to latch on to this, and now they habitually look for patrons who will hire them to do what they wanted to do anyways, and buyers for whatever they can haul out of the dungeon whether it's obviously treasure or not. I like this because it's a natural conduit for connecting adventures within the dungeon to the growth of investment in the world around it.</p></blockquote><p></p>
[QUOTE="Tav_Behemoth, post: 5068455, member: 18017"] I share your desire to do things "by-the-book", which is why I like playing OD&D where even following the rules obsessively leaves many situations where we can creatively figure out what the outcome should be. The Caverns of Thracia adventure my campaign has mostly been devoted to is also very light on treasure. As we've been talking about the subsequent slow rate of advancement at The Mule Abides, one poster (Alexander) proposed that the "golden mean" for fun old-school D&D is to place 4 GP that the players might find for every 1 XP that they might earn by defeating its guardians. I've used this rule of thumb a few times when I needed to place impromptu treasure (although since I use pre-Supplement I XP rates, I give 400 GP for every 1 HD of creature), and found it helpful. When I want to stick to a module as written (purely due to my own madness) and it doesn't contain enough treasure to hit this mark, I second the motion to find ways to have NPCs pay the adventurers for their deeds. I prefer to do this after the fact at first, because I'd rather leave motivations and goals up to the players. For example, when the heroes cleared out a section of the dungeon, I had the representative of some underworld types offer to buy the rights to settle into that area. Players being the greedy creatures that they are, it didn't take long for them to latch on to this, and now they habitually look for patrons who will hire them to do what they wanted to do anyways, and buyers for whatever they can haul out of the dungeon whether it's obviously treasure or not. I like this because it's a natural conduit for connecting adventures within the dungeon to the growth of investment in the world around it. [/QUOTE]
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