What makes a Monty Haul Game?

Scott_Holst said:
Hi-

I am currently DM'ing a Greyhawk campaign here in Chicago and I was curious, how much treasure should I hand out with out the campaign seeming like a monty haul type of campaign.


Scott

As stated a couple of times, the wealth by level table is a good guideline normally.

That said it really varies. If you are handing out treasure like candy, but the PC's need every cent and every item just to survive then it's probably not monty haul.

The basic key is risk vs. reward - if a game is all reward and little to no risk it's probably monty haul.
 

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Mort said:
The basic key is risk vs. reward - if a game is all reward and little to no risk it's probably monty haul.
That's always been (essentially) my interpretation of the term, only your version is more succinct. :)
 

The game is Monty Haul if the players repeatedly stumble over treasure which is so abundant, so readily available, and so poorly gaurded that you have to wonder why it is that someone else hasn't scarfed it up.

Additionally, the game is Monty Haul if the players are getting exactly what thier dream magical items would be immediately. For example, the 4th level Paladin gets a +6 intelligent Holy Avenger and a +5 suit of full plate, the 4th level fighter has a matching pair of +5 Vorpal swords, the 4th level rogue has the Wand of Orcus (and it recognizes him as its master). And so forth.

Actually, Monty gets a rather raw deal from this adjective. He certainly didn't give away things for free. A real Monty Haul game would be like, "Behind one of these two doors is a +1 longsword, and behind the other is instant death no save. If your costume amusing me, I'll let you choose a door. If you role play really well, I may even give you a saving throw."
 

Munchkin has something to say on this:

The above would be more of a Monte Carlo: A very, very gambly ####: one door is Loot, other door is DOOOM: pick one.

Monte Cargo: AKA Railroading: DM gives you no choices.

Monte Cristo: DM seems hell-bent on kebabing the party.
 

Wouldn't a Monte Cristo be more about covering the party in egg-batter, deep frying them, then serving them with raspberry jam?
 

Celebrim said:
Actually, Monty gets a rather raw deal from this adjective. He certainly didn't give away things for free. A real Monty Haul game would be like, "Behind one of these two doors is a +1 longsword, and behind the other is instant death no save. If your costume amusing me, I'll let you choose a door. If you role play really well, I may even give you a saving throw."

Otherwise known as the Lady and the Tiger dilemma. Well, with Monte-dickery added in.
 

I think a "Monty Haul" campaign can be defined as one where large amounts of treasures is awarded for solving simple problems or facing simple challenges. The players start feeling they are entitled to such treasures, and that bigger challenges must scale the treasures similarly (if the kobolds had a +5 longsword, then the wyrmling white dragon must have a +5 vorpal dwarven war axe!). This is especially true if the monsters never used the items themselves when it was perfectly reasonable (at least make the kobold chieftain a true threat to the party by WIELDING that +5 longsword and selecting feats that complement it!).
 

Celebrim said:
Actually, Monty gets a rather raw deal from this adjective. He certainly didn't give away things for free. A real Monty Haul game would be like, "Behind one of these two doors is a +1 longsword, and behind the other is instant death no save. If your costume amusing me, I'll let you choose a door. If you role play really well, I may even give you a saving throw."
Or you can take what's in the box being brought out here by Jay Stewart. (Go for the Box!! Go for the Box!!!!!!)

Yeah, most Month Haul campaigns lack the goat behind door number 3. And a lifetime supply of Turtle Wax.
 

Im kinda stingy with Magical Items and Treasure. So for me a Monty Haul game would be to use the Treasure Guidelines in the DMG. Sersiously though I havent had a +5 Weapon in my game that another player didnt make for at least 2 years. Though i did have a Suit of +10 Full Plate Mail, but the players failed to retrieve it. HA!
 

After pausing a moment to reflect on what makes a “Monty Hall” game, I have to make what might not be an obvious argument. It’s not a matter of quantity. It’s a matter of location. Having been in enough Monty Hall dungeons back in the 80’s and thinking about “Let’s Make a Deal” the typical and proper Monty Hall dungeon has a number of rooms. Behind door number “1” there is a small pile of treasure. Behind door number “2” there is a small pile of treasure. Behind door number “3” there is a dragon, but behind the dragon is a huge pile of treasure!

Once you start viewing the land as a series of places with large piles of treasure you have the basic ingredient for a Monty Hall game. All you need is Carol Merrill (Odd note: I always thought her last name was spelled with an “a” and an “o.” I guess the need to get people’s name to rhyme is hardwired to the brain.) to point you to one of the doors and or curtains.

So let’s take door number 3. If your players look at what’s behind the door and say, “OMG, it’s a dragon, we’re all going to be toast,” then you are ok. If your players look at what’s behind the door and say, “A dragon’s horde. Of course we do have to defeat the dragon first,” then you are heading towards making another deal.

(And let’s see what’ in that Dragon’s horde. Tell them what they won Jay. Why it’s a MAGIC SWORD OF WISHES! Having your identify spells work like Jay Stewart doesn’t help either I suppose.)
 

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