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What could 5E do to make wealth worthwhile?
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<blockquote data-quote="Willie the Duck" data-source="post: 9597624" data-attributes="member: 6799660"><p>1XP=1GP was a an incredibly elegant solution Gary stumbled upon for the fun little treasure-hunting game he and Dave cobbled together. In hindsight a simple lesson -- use your incentivization structure to reinforce the central gameplay loop that you expect people to enjoy about playing the game.</p><p></p><p>The only real problem is that it breaks down* if you want to play something other than a treasure-hunting game. You can play something that looks like <em>The Hobbit</em> or <em>Conan/Fafhrd and the Gray Mouser </em>stories easily, but doing something like a faux <em>Lord of the Rings</em> means you are deliberately forgoing treasure (and the advancement mechanic associated with it) to go save the not-shire from not-Sauron. Early <em>Alarums and Excursions</em> indicate that people were doing that long before things like the <em>Dragonlance </em>modules came out. As always, no one right way to game, but also easy to see how one advancement mechanism has trouble accommodating all styles.</p><p><span style="font-size: 10px">*or at least advancement and incentivization mechanisms break down.</span></p><p></p><p>I think AD&D 2e had a good starting notion -- set up multiple possible XP paradigms. It just needed to spell it out more, explain what each choice did for your game, etc. Just saying 'here's a bunch of options, find one that works for your game' didn't help 15 year old me who hadn't clicked in with what gp=xp did for my game, much less what I wanted out of it. Mind you 2e was perhaps the worst about what to do with wealth, especially if you didn't go gp=xp -- similar issue as 5e, but with ginormous treasure piles after a few levels.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9597624, member: 6799660"] 1XP=1GP was a an incredibly elegant solution Gary stumbled upon for the fun little treasure-hunting game he and Dave cobbled together. In hindsight a simple lesson -- use your incentivization structure to reinforce the central gameplay loop that you expect people to enjoy about playing the game. The only real problem is that it breaks down* if you want to play something other than a treasure-hunting game. You can play something that looks like [I]The Hobbit[/I] or [I]Conan/Fafhrd and the Gray Mouser [/I]stories easily, but doing something like a faux [I]Lord of the Rings[/I] means you are deliberately forgoing treasure (and the advancement mechanic associated with it) to go save the not-shire from not-Sauron. Early [I]Alarums and Excursions[/I] indicate that people were doing that long before things like the [I]Dragonlance [/I]modules came out. As always, no one right way to game, but also easy to see how one advancement mechanism has trouble accommodating all styles. [SIZE=2]*or at least advancement and incentivization mechanisms break down.[/SIZE] I think AD&D 2e had a good starting notion -- set up multiple possible XP paradigms. It just needed to spell it out more, explain what each choice did for your game, etc. Just saying 'here's a bunch of options, find one that works for your game' didn't help 15 year old me who hadn't clicked in with what gp=xp did for my game, much less what I wanted out of it. Mind you 2e was perhaps the worst about what to do with wealth, especially if you didn't go gp=xp -- similar issue as 5e, but with ginormous treasure piles after a few levels. [/QUOTE]
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