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Ten Ways to Make Treasure Cool
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<blockquote data-quote="Challenger RPG" data-source="post: 7649135" data-attributes="member: 6701020"><p>Awesome ideas. Thanks so much guys! My players really like the fortresses/created objects a lot too. One player has a complete blast endlessly designing elaborate fortresses and crafting unique magic items.</p><p></p><p>The Shiny and Flashy idea is also pure awesome.</p><p></p><p>I,too, agree with the second post. Really, a GM only has so much time to mess around with treasure, and sometimes it's simpler to just go for pure money and magic. The players often just buy whatever they want anyway and invest creative time in 'their ideas'.</p><p></p><p>I didn't mean to imply the GM should be spending a ton of creative energy on weird treasures the players will probably forget about in 2 seconds. I just wanted to offer some unique ideas on doing 'change ups' in routine treasure occasionally.</p><p></p><p>If the article at least made you think different kinds of treasure, it's done it's job.</p><p></p><p>I'm sorry I haven't written back more specifically to each post (which I like to do) or sooner. Work's been pretty crazy lately. I've been working 10-12 hours 6 days a week and on my day off I tend to just write this series of articles.</p><p></p><p>Regardless, I really appreciate the great ideas and contributions. Reading back through posts is something I always do. Often, the posts are better than the article. Thanks guys!</p><p></p><p>--David</p></blockquote><p></p>
[QUOTE="Challenger RPG, post: 7649135, member: 6701020"] Awesome ideas. Thanks so much guys! My players really like the fortresses/created objects a lot too. One player has a complete blast endlessly designing elaborate fortresses and crafting unique magic items. The Shiny and Flashy idea is also pure awesome. I,too, agree with the second post. Really, a GM only has so much time to mess around with treasure, and sometimes it's simpler to just go for pure money and magic. The players often just buy whatever they want anyway and invest creative time in 'their ideas'. I didn't mean to imply the GM should be spending a ton of creative energy on weird treasures the players will probably forget about in 2 seconds. I just wanted to offer some unique ideas on doing 'change ups' in routine treasure occasionally. If the article at least made you think different kinds of treasure, it's done it's job. I'm sorry I haven't written back more specifically to each post (which I like to do) or sooner. Work's been pretty crazy lately. I've been working 10-12 hours 6 days a week and on my day off I tend to just write this series of articles. Regardless, I really appreciate the great ideas and contributions. Reading back through posts is something I always do. Often, the posts are better than the article. Thanks guys! --David [/QUOTE]
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