D&D General Understanding the Design Principles in Early D&D

Mannahnin

Scion of Murgen (He/Him)
Yeah, uh, "concise" is not a word I'd use when talking about Gary, just saying.

Here's a classic example where he explains how to make a treasure hoard.
TBF, though, that excerpt IS evocative and full of world building. It's certainly the opposite of concise, but it does give good examples of how treasure can be more than coins and gems.
 

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James Gasik

We don't talk about Pun-Pun
Supporter
Oh no doubt, it does show how you can create an encounter to be more than just "here there are monsters". Though the lavish attention to detail in both making the treasure hard to loot, hard to sell, and what happens to stuff they don't take is classic Gygax.

Those pesky players think they are entitled to treasure because they beat my super Ogres, do they?!
 

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