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<blockquote data-quote="Adso" data-source="post: 1047541" data-attributes="member: 6706"><p>Different than what you are used to? Yes. Stupid? No.</p><p></p><p>On first glean this is commonly the reaction, but Living Greyhawk and other Living campaigns are not home games. You don’t always play with the same group of people. So when you defeat an enemy and take there stuff, you usually have few arguments about treasure division. Things typically fall into natural categories of division. Wizards get wizard stuff, fighters get fighter stuff, rogue gets rogue stuff and so on. And even if two characters covet the same item, it’s usually okay, because to some extent it’s in the party treasury. Both can use it in times of need.</p><p></p><p>On the other hand, Living campaign group dramatic change with adventure to adventure: you may have more rogues than you know what to do with in this session, not a cleric to be found in that, and a well-balanced party in the next. With this the home-play natural dynamics of treasure distribution go out the window. Arguments escalate as many people feel that they should walk away with the “one cool item,” and strong-willed players (and I mean players, not characters with high Will saves <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />) typically walk away with more of the “one cool items” making their character magic strong. And like in real life, trickle-down economics is no more than wishful thinking by those who have. </p><p></p><p>That and the fact that in LG you have characters in the campaign, and even the same table sometimes, that are between 1st and 13th-level. Having a 1st-level character taking that “one-cool item” suited for an 8th-level character creates a strange campaign dynamic that those familiar with online RPGs and the old Living City campaign will understand.</p><p></p><p>So while it seems to “suck” that you can’t just take the item, giving out an equal share of the treasure actually limits the “sucktatude” of the campaign in general. A Living campaign is not a home campaign, and like any play style that is different, you have to make adjustments. While we try to make a campaign fit into "natural play paterns," the realities of the fomat resist this from time to time, and we adjust. My only advice is that if you want it to act like a home campaign 100% of the time, it's never going to make you happy. The issues are tens of thousands of time more complex than that, because no home campaign has tens of thousands of players. </p><p></p><p>I am glad you had a good time running Endgame. It sounds like you gave your group some good challenges, and that your group gave you some good experiences to talk about. That’s fantastic! Thanks for DMing for us at Gen Con.</p></blockquote><p></p>
[QUOTE="Adso, post: 1047541, member: 6706"] Different than what you are used to? Yes. Stupid? No. On first glean this is commonly the reaction, but Living Greyhawk and other Living campaigns are not home games. You don’t always play with the same group of people. So when you defeat an enemy and take there stuff, you usually have few arguments about treasure division. Things typically fall into natural categories of division. Wizards get wizard stuff, fighters get fighter stuff, rogue gets rogue stuff and so on. And even if two characters covet the same item, it’s usually okay, because to some extent it’s in the party treasury. Both can use it in times of need. On the other hand, Living campaign group dramatic change with adventure to adventure: you may have more rogues than you know what to do with in this session, not a cleric to be found in that, and a well-balanced party in the next. With this the home-play natural dynamics of treasure distribution go out the window. Arguments escalate as many people feel that they should walk away with the “one cool item,” and strong-willed players (and I mean players, not characters with high Will saves ;)) typically walk away with more of the “one cool items” making their character magic strong. And like in real life, trickle-down economics is no more than wishful thinking by those who have. That and the fact that in LG you have characters in the campaign, and even the same table sometimes, that are between 1st and 13th-level. Having a 1st-level character taking that “one-cool item” suited for an 8th-level character creates a strange campaign dynamic that those familiar with online RPGs and the old Living City campaign will understand. So while it seems to “suck” that you can’t just take the item, giving out an equal share of the treasure actually limits the “sucktatude” of the campaign in general. A Living campaign is not a home campaign, and like any play style that is different, you have to make adjustments. While we try to make a campaign fit into "natural play paterns," the realities of the fomat resist this from time to time, and we adjust. My only advice is that if you want it to act like a home campaign 100% of the time, it's never going to make you happy. The issues are tens of thousands of time more complex than that, because no home campaign has tens of thousands of players. I am glad you had a good time running Endgame. It sounds like you gave your group some good challenges, and that your group gave you some good experiences to talk about. That’s fantastic! Thanks for DMing for us at Gen Con. [/QUOTE]
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