What makes a Monty Haul Game?

How will I keep my game from becoming Monty Haul game again, like my old campaigns?

  • I will not create a staff called the "Emm-Sickstee" that fires copper pieces at a massive rate of fire dealing 2d6 damage per copper piece, and then give it to the level 4 wizard.
  • I will not give the half-ogre a suit of power armor with functional rocket launchers and laser weapons at level 6.
  • I will not have the orcs summon their god on the 1% chance of divine intervention when they prey to him during the introductory scenario, and then have said god make friends with the monk in the party, giving him tens of thousands of GP.
  • Level 2 paladins really don't need holy avengers.
  • On the other hand, the level 4 anti-paladin didn't need a two-handed vorpal unholy reaver either.
  • There are no gauntlets in my game world that allow you to fire six wands simultaneously. Anymore. Especially for your level 5 thief and his six wands of magic missiles. With unlimited charges. Seriously.
  • The goose does NOT lay golden eggs.
  • When a demon summons other demons to help it, they don't come with their treasure, no matter what their treasure type is. And holding a vorpal holy avenger to the captive demon's throat will not make him summon them (and their treasure) every day into your convenient demon-disposal system.
  • Collecting all the teeth of Dahlver-Nar is NOT an appropriate adventure for a level 2 party.
  • Ditto, twice so, for the wand of orcus.
  • No character should have enough ioun stones that you can't make out his height, weight, race or gender behind the blur of orbiting gems.

Need I go on?
 

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