What did you do with your loot?

Lidgar

Gongfarmer
This:
We had implemented GP-drain via training: in order to go up a level you had to go find a NSC of higher level and pay for the course. The fee was 100gp (or 500?) per week of training. At the end of the week you could roll against the character's (prime attribute - wanted level + number of weeks in training).
Used up most of our gold - especially if you were a MU. I also had a halfling thief that had a burgeoning business purveying luffas (as a cover for smuggling).
 

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Tav_Behemoth

First Post
In my White Sandbox campaign, people spend gold on:

- carousing, which has the immediate reward of earning XP through a wine, women, and song system. The side benefit is advancing things you want to have happen in the world (anything from establishing a pawn shop to researching a new spell), although the drawback is that carousing is risky; players have burned down the house they're in while researching the spell, or had their pawn shop struck by an insect plague.

- information, primarily through the auspices of the sagacious Ontussa the Sphinx who charges 100 gp per answer.

- transport; Celerion the Charioteer, an enterprising owner of four giant eagles and a big net, makes 100-600 gp per trip for hauling the party through the sky.

Strangely, no one has yet mentioned robbing Celerion, but the temptation to rob Ontussa is at constant war with her value as a resource (or, more recently, a love interest.)
 

ggroy

First Post
It depends on how exactly the DM is doing things.

If the DM is doing XP for treasure, then it's not too surprising that getting as much treasure as possible is the main motivation for leveling up.

If the DM requires training for leveling up, then the treasure will pay for it.

If the DM allows magic shops, then treasure will pay for magic stuff.

All this boils down to is how exactly the player character advancement works in a particular game, and how exactly the DM deals with it.

I once played in an AD&D game where the DM heavily modified the rules and basic assumptions of the game. In this particular game:

- treasure was essentially worthless
- no training
- no magic shops
- leveling up was done completely different.

The main notion of player advancement in the game, was acquiring magic stuff to fight harder monsters and moving through different planes. For the most part, the game ended up being largely a hack and slash fest and taking the monsters' stuff, hoping there is some magic items.
 

Jack7

First Post
Some went for equipment. Some for training. Some for supplies. Some for rare and valuable materials and articles and rare books.

My Wizard built a laboratory and a library. He also helped fund a school and a hospital. He built several houses and homes. He bought into a shipping and trade organization, so he could spend less time adventuring and more time doing research and creating his own spells and inventing things.

My thief bought into several businesses. He also created a series of hideout locations which he stocked and supplied. He also helped build a library, took up pawning items and running a rare items smuggling ring. He built a large home and occasionally he would work for the government as a spy-master.

My Ranger built a series of frontier outposts which he helped equip, man, and garrison. He also bought into the same shipping and trade organization as my Wizard, or which he took a share of the profits. He bought a ranch, and cattle, and horses and raised stock off of which he made money. He became a famous horse and dog breeder. He built roads along the frontiers. Eventually he bought a ship, took to sea-commerce, took up exploring more or less full time before he retired, and in his old age took to fighting pirates. Occasionally he would work as a bounty hunter and frontier's lawman and spy for the government, who built him a Keep and awarded him nobility and freedom from local taxes in exchange for supplying men for defense. He passed most of his wealth on to his children and grandchildren.

We still play games in which I encourage my players to spend their wealth for better purposes than immediate desires, to build up things and develop things, and to invest in businesses and to buy influence.

I always though the sort of Developmental Sims game within the game was one of the best and most useful things about early D&D.
 


The Shaman

First Post
Most of it went to pay the monthly mortgage payment on the free trader and upgrade the computer software . . . oh wait, that was Traveller.

Training, henchmen (plural), hirelings (plural - my character was an expedition, baby!), then later the stronghold.

I usually bought gems - easier to carry, easy enough to liquidate, and sparkly!
 

howandwhy99

Adventurer
So, did you spend your treasure on something, or did it just get stashed somewhere and left?

Bullgrit
My OD&D experience didn't start until 2004, but I can tell you what treasure means in it. Treasure = material goods. What did we do with this? We used it to kill things of course! :D But we have each individually and as a group used our equipment lists for all other kinds of things. Mainly we barter with treasure in trade for other equipment or services or both (like a craftsman to create an item). Prices of these are defined, but unknown to us. So we often overpay and spend more than we need to on things. Some of these are even utterly useless towards reaching our more heroic goals so to speak. But spending it on goofy stuff is all in the name of fun too. And we do generally learn what prices are through bartering in end, so it isn't a waste of time ultimately.

We don't play a simulation game, so having valuable equipment and services (like hirelings) actually improves our odds numerically in play. A 1st level PC could be more powerful than a 10th with treasure/services. Of course that all depends upon the situation too, but it's in the best interest of every Player in their desire to gain XP to have less disparity between PCs, so we share quite a bit.
 

Marx420

First Post
Well I'm of the mind that 2ed and previous (having pretty brutal power curves) go together with terrifying disfigurement tables like peanut butter and chocolate.
So my gold was mostly in the "put your dude into retirement or maybe back together" fund.
 

DaveyJones

First Post
in OD&D(1974) it meant buying stuff.

how you got your treasure out of the adventure required preplanning. mule teams, saddle bags, a wagon, containers, food for your camp followers. wages for your teamsters, etc...

it also meant you bought them protection. nothing like going into the dungeon only to come out and find everyone/thing dead or sold off into slavery.

and buying material components or new spells or better weapons or hiring criers or sending out runners to get able bodied followers/hirelings/henchmen or pay for spells like curing or remove curse and so on

in 1edADnD it meant all those things plus paying for training. training wasn't cheap. you got a rating from 1 to 4. that score was used to figure out how much it would cost you in time to train. time cost money.
 

Dausuul

Legend
Most of my 2E games were played under one of the stingiest DMs I ever met (brilliant DM, but he never gave out much loot), so the issue didn't really come up. I would probably have bought land, built castles, and hired mercenaries if I'd had the cash, but somehow I never did. :)
 

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