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Post by captaincrumbcake on Jul 11, 2017 10:23:00 GMT -5
We all know that in order to advance in experience, aka leveling up, characters must defeat monsters and acquire treasure in the form of coin, gems/jewels, items, etc. (if you have any doubt as to that being the case, please refer to p.18 of Men&Magic).
As a game-game, this is a simple mechanic. As a campaign tool, I feel it falls far short of the type of game-world I'd like to be a part of. But that's just me. But back to the point.
So, how (besides the ref just plopping treasure into the dungeon for the purpose described above) does the treasure get into a dungeon to begin with? I believe there are at least 4 plausible reasons for it to be there.
1. Monsters raid beings that possess treasure, taking it back to their lairs as keepsakes. Monsters must like trophies, since they don't go out and spend the crap themselves!
2. Characters going into dungeons that die (not our characters, of course), leave a lot of crap behind. Which would explain the variety of treasure to be found; usable by varying classes!
3. Powerful NPC types stock dungeons, like hoarders, and put tricks, traps and monsters there to keep the treasure safe. Which usually never works, cos characters usually get it!
4. Artifacts and Relics of the long ago past, treasure from forgotten times and civilizations, eventually works itself to the surface world--into the dungeons and lairs. Convenient!
If you think of other ways, please offer your ideas.
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Post by Admin Pete on Jul 11, 2017 18:03:08 GMT -5
I have some remarks to make about this; however, that is not likely to happen today. I have a number of thoughts on this, but I need a block of time to post about it. Have an Exalt for raising the point.
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Post by robkuntz on Jul 11, 2017 18:43:53 GMT -5
Realism vs. Playability meets Plausibility vs. Abstraction. My suggestion is to play and let the route that reveals itself prevail. Then again, I am opposed as a designer and DM to ruling everything up front or searching for a needle in the haystack that is otherwise best discovered by sitting on it.
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Post by ripx187 on Jul 11, 2017 19:29:19 GMT -5
My world is a mixture of myth and reality, I don't have much treasure in my dungeons, the stuff that is there is hidden. I like to design a backstory into the dungeon spaces, everything gives hints and clues to what this place was used for during different periods, and what dangers could be lurking in the darkness right now. I guess that treasure is just another part of the ecology, but I don't use the XP system of OD&D unless you are a thief.
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Post by Deleted on Jul 12, 2017 12:16:38 GMT -5
Lord Gronan decided he needed a quick way to separate the promising from the dullards, so he deliberately built the huge and lethal complex of Ram's Horn Dungeon. The treasure is there to lure would-be heroes, and the monsters are there to weed out the weak.
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Post by robkuntz on Jul 12, 2017 12:51:46 GMT -5
Lord Gronan decided he needed a quick way to separate the promising from the dullards, so he deliberately built the huge and lethal complex of Ram's Horn Dungeon. The treasure is there to lure would-be heroes, and the monsters are there to weed out the weak. And therein lies a Gronan Spirit, not to be trifled with...
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Post by robkuntz on Jul 12, 2017 12:57:58 GMT -5
I like a fantastical D&D where the primary goal no matter the mechanics depth, width or height is to push the imaginative interface; but I have seen it promoted as Accountants & Abacuses.
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Post by Deleted on Jul 12, 2017 14:15:10 GMT -5
The more rules, the less imagination. Sad, even tragic mayhap, but nonetheless true.
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Post by sixdemonbag on Jul 12, 2017 16:49:05 GMT -5
The more rules, the less imagination. Shamelessly stealing this...
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Post by scottanderson on Jul 12, 2017 21:15:50 GMT -5
The Undergods force their minions to mine it and smelt it, and carry it near the surface to lure hapless sods into the grasp of elemental evil, their souls eternally forfeit!
That little that gets siphoned off is but chum in the water for these foul fisher-folk of the fatal furrows!
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Post by Mighty Darci on Jul 18, 2017 15:15:19 GMT -5
I think that just the idea of many fallen ancient civilizations whose hidden places have not been discovered accounts for the sheer volume and variety of treasure sliver & gold, gems & jewels and all kinds of magic items. IIRC someplace or two, PD commented that most of his magic items - the more powerful items - are unique one of kind items.
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