tag:blogger.com,1999:blog-2101220466181178382.post7041128478964598621..comments2024-03-28T07:48:10.172-04:00Comments on How to Succeed in RPGs or Die Trying: More Money, More ProblemsS. P.http://www.blogger.com/profile/18219512413362952481noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-2101220466181178382.post-13053632600231853142012-01-30T16:52:54.645-05:002012-01-30T16:52:54.645-05:00Definitely. The initial realization that dungeons...Definitely. The initial realization that dungeons are full of lots of treasure is tempered by the realization that dungeons are filled with more treasure than any one person can carry.<br /><br />I haven't toyed with inflation yet, although the money hasn't become so ridiculous that it's an issue.<br /><br />"<i>oh and it gets overlooked sometimes, but a lot of old school games used the rule that only the gold/loot that actually gets carried back to town gets counted towards experience...</i>"<br /><br />I usually assume that rule. Although leaving treasure behind can add zest to an otherwise dreary dungeon atmosphere.S. P.https://www.blogger.com/profile/18219512413362952481noreply@blogger.comtag:blogger.com,1999:blog-2101220466181178382.post-59986798753430634152012-01-30T15:03:11.490-05:002012-01-30T15:03:11.490-05:00What you refer to as 'stupid amounts of treasu...What you refer to as 'stupid amounts of treasure' are actually wickedly wonderful methods of forcing characters to make tough decisions. A lot of adventures only start to really get interesting once it becomes a matter of the player characters trying to figure out a way to get all that loot out of the dungeon and back into town...and then things get even more fun as money only escalates and enhances the corruption, greed, inflation and everything else. Prices get doubled, tripled, etc.--whatever the market will bear. Poor relations (spurious and actual) come out of the woodwork. The tax collectors will show up. It just gets more and more complicated--like in the Conan stories where he finds himself loaded down with great sums of loot and jewels...and it is not so great, nor so easy to try and to hold onto that stuff. A lot of people figured out a long time ago that it is far easier to lift gold from wealthy adventurers than to go mucking about in those dangerous tombs, crypts, and dungeons...oh and it gets overlooked sometimes, but a lot of old school games used the rule that only the gold/loot that actually gets carried back to town gets counted towards experience...and does that ever make players get inventive, creative and very determined...garrisonjameshttps://www.blogger.com/profile/09544523186717576771noreply@blogger.com