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Dungeons & Dra.. What's a DM to Do? Players Looting EVERYTHING among other things.
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9 months ago  ::  Sep 17, 2012 - 8:13AM #41
LunarSavage
Date Joined: Jun 25, 2009
Posts: 1,189

Sep 17, 2012 -- 7:58AM, JRedGiant1 wrote:

There isn't a right or wrong answer here. Some groups like the vague sense of paranoia of cursed items, some groups want to mutilate every goblin to see if he has some gems in his innards, and some groups just want to hear "okay, you're back to town. You earned level-appropriate gold, call it 6,250 gp each and a 14th level uncommon magic item of your choice."

Talk to your players and find out what their expectations are for treasure, and make sure they understand that while gold and powerful items are fun, they have balance-repercussions, and too much or too little can make the game no fun. Try and find a comprimise everyone will enjoy.






^This man gets it.

My username should actually read: Lunar Savage (damn you WotC!)
*Tips top hat, adjusts monocle, and walks away with cane* and yes, that IS Mr. Peanut laying unconscious on the curb.
http://asylumjournals.tumblr.com/
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9 months ago  ::  Sep 17, 2012 - 8:17AM #42
iserith
Date Joined: Jun 1, 2005
Posts: 5,183

Sep 17, 2012 -- 8:12AM, LunarSavage wrote:

I prefer the game not be broken and the challenge disappear by giving the players exactly what they want when they want it. Feel free to do what you want at yours.




Except that the game doesn't get "broken" and the challenge doesn't "disappear" by giving players what they want. I'd love to retire that old canard.

No amount of tips, tricks, or gimmicks will ever be better than simply talking directly to your fellow players to resolve your issues.
Reduce DM Prep & Increase Player Engagement: Don't Prep the Plot  |  Structure First, Story Last  |  Collaborative Roleplay  |  "Yes, and..."  |  Prep Tips
Games I'm Running on Roll20: Island of the Frog  |  Vanguard of Dis  |  Star*Juice  |  Tesseract  |  The Crucible  |  Fimbulvetr  |  The Delve  |  Draj, City of the Moon
Follow me on Twitter: @is3rith
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9 months ago  ::  Sep 17, 2012 - 8:21AM #43
LunarSavage
Date Joined: Jun 25, 2009
Posts: 1,189

Sep 17, 2012 -- 8:17AM, iserith wrote:

Sep 17, 2012 -- 8:12AM, LunarSavage wrote:

I prefer the game not be broken and the challenge disappear by giving the players exactly what they want when they want it. Feel free to do what you want at yours.




Except that the game doesn't get "broken" and the challenge doesn't "disappear" by giving players what they want. I'd love to retire that old canard.




That's because you're focused on story. If I give player X the weapon of ultimate destruction that allows him to kill deity Y with one swing/attack, then we might as well not even be playing a game. Oh wait, I'm sorry, according to you, it's just a story. I'd love to retire that new canard.

My username should actually read: Lunar Savage (damn you WotC!)
*Tips top hat, adjusts monocle, and walks away with cane* and yes, that IS Mr. Peanut laying unconscious on the curb.
http://asylumjournals.tumblr.com/
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9 months ago  ::  Sep 17, 2012 - 8:30AM #44
iserith
Date Joined: Jun 1, 2005
Posts: 5,183

Sep 17, 2012 -- 8:21AM, LunarSavage wrote:

That's because you're focused on story. If I give player X the weapon of ultimate destruction that allows him to kill deity Y with one swing/attack, then we might as well not even be playing a game. Oh wait, I'm sorry, according to you, it's just a story. I'd love to retire that new canard.




Still gotta travel to Deity Y's domain, fraught with danger as it is. And if that sword can kill Deity Y, then how about Deity Y's allies, Deity X and Deity Z? What about all the fanatical followers coming to stop the PCs from their goal of killing Deity Y? What about all the fantastical locations along the way?

Is that not a game? Is that game also not a story? Who cares if they have a deity-slaying sword. Nothing's an I-win button in a fictional universe, sorry. Imagination.

No amount of tips, tricks, or gimmicks will ever be better than simply talking directly to your fellow players to resolve your issues.
Reduce DM Prep & Increase Player Engagement: Don't Prep the Plot  |  Structure First, Story Last  |  Collaborative Roleplay  |  "Yes, and..."  |  Prep Tips
Games I'm Running on Roll20: Island of the Frog  |  Vanguard of Dis  |  Star*Juice  |  Tesseract  |  The Crucible  |  Fimbulvetr  |  The Delve  |  Draj, City of the Moon
Follow me on Twitter: @is3rith
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9 months ago  ::  Sep 17, 2012 - 8:33AM #45
LunarSavage
Date Joined: Jun 25, 2009
Posts: 1,189

Sep 17, 2012 -- 8:30AM, iserith wrote:

Sep 17, 2012 -- 8:21AM, LunarSavage wrote:

That's because you're focused on story. If I give player X the weapon of ultimate destruction that allows him to kill deity Y with one swing/attack, then we might as well not even be playing a game. Oh wait, I'm sorry, according to you, it's just a story. I'd love to retire that new canard.




Still gotta travel to Deity Y's domain, fraught with danger as it is. And if that sword can kill Deity Y, then how about Deity Y's allies, Deity X and Deity Z? What about all the fanatical followers coming to stop the PCs from their goal of killing Deity Y? What about all the fantastical locations along the way?

Is that not a game? Is that game also not a story? Who cares if they have a deity-slaying sword. Nothing's an I-win button in a fictional universe, sorry. Imagination.




Then the players demand every weapon and armor to defeat every enemy on the way to deity Y to make every possible thing you can throw at them a cakewalk. And in your style, you're simply giving it to them. It's boring. There's nothing remotely exciting or interesting about that.

My username should actually read: Lunar Savage (damn you WotC!)
*Tips top hat, adjusts monocle, and walks away with cane* and yes, that IS Mr. Peanut laying unconscious on the curb.
http://asylumjournals.tumblr.com/
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9 months ago  ::  Sep 17, 2012 - 8:38AM #46
iserith
Date Joined: Jun 1, 2005
Posts: 5,183

Sep 17, 2012 -- 8:33AM, LunarSavage wrote:

Then the players demand every weapon and armor to defeat every enemy on the way to deity Y to make every possible thing you can throw at them a cakewalk. And in your style, you're simply giving it to them. It's boring. There's nothing remotely exciting or interesting about that.




Nice strawman. You either know nothing about my style or just decided to make stuff up to attack as bad. Also, hyperbole doesn't help when having a discussion. I know you like internet arguments, but still.

No amount of tips, tricks, or gimmicks will ever be better than simply talking directly to your fellow players to resolve your issues.
Reduce DM Prep & Increase Player Engagement: Don't Prep the Plot  |  Structure First, Story Last  |  Collaborative Roleplay  |  "Yes, and..."  |  Prep Tips
Games I'm Running on Roll20: Island of the Frog  |  Vanguard of Dis  |  Star*Juice  |  Tesseract  |  The Crucible  |  Fimbulvetr  |  The Delve  |  Draj, City of the Moon
Follow me on Twitter: @is3rith
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9 months ago  ::  Sep 17, 2012 - 8:43AM #47
LunarSavage
Date Joined: Jun 25, 2009
Posts: 1,189

Sep 17, 2012 -- 8:38AM, iserith wrote:

Sep 17, 2012 -- 8:33AM, LunarSavage wrote:

Then the players demand every weapon and armor to defeat every enemy on the way to deity Y to make every possible thing you can throw at them a cakewalk. And in your style, you're simply giving it to them. It's boring. There's nothing remotely exciting or interesting about that.




Nice strawman. You either know nothing about my style or just decided to make stuff up to attack as bad. Also, hyperbole doesn't help when having a discussion. I know you like internet arguments, but still.




The main thing I hear from you guys repeatedly is "why not just give it to them?". If you approach that with one thing, you likely approach that with all things. And honestly, you've already given the players precedent to expect their demands to be answered every time by giving them the ultimate sword. So there's no reasonable reason to not give them anything else they ask for.

My username should actually read: Lunar Savage (damn you WotC!)
*Tips top hat, adjusts monocle, and walks away with cane* and yes, that IS Mr. Peanut laying unconscious on the curb.
http://asylumjournals.tumblr.com/
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9 months ago  ::  Sep 17, 2012 - 8:45AM #48
iserith
Date Joined: Jun 1, 2005
Posts: 5,183

Sep 17, 2012 -- 8:43AM, LunarSavage wrote:

The main thing I hear from you guys repeatedly is "why not just give it to them?". If you approach that with one thing, you likely approach that with all things. And honestly, you've already given the players precedent to expect their demands to be answered every time by giving them the ultimate sword. So there's no reasonable reason to not give them anything else they ask for.




And in your mind, how exactly do you think they get those "ultimate swords" they ask for?

No amount of tips, tricks, or gimmicks will ever be better than simply talking directly to your fellow players to resolve your issues.
Reduce DM Prep & Increase Player Engagement: Don't Prep the Plot  |  Structure First, Story Last  |  Collaborative Roleplay  |  "Yes, and..."  |  Prep Tips
Games I'm Running on Roll20: Island of the Frog  |  Vanguard of Dis  |  Star*Juice  |  Tesseract  |  The Crucible  |  Fimbulvetr  |  The Delve  |  Draj, City of the Moon
Follow me on Twitter: @is3rith
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9 months ago  ::  Sep 17, 2012 - 8:47AM #49
LunarSavage
Date Joined: Jun 25, 2009
Posts: 1,189

Sep 17, 2012 -- 8:45AM, iserith wrote:

Sep 17, 2012 -- 8:43AM, LunarSavage wrote:

The main thing I hear from you guys repeatedly is "why not just give it to them?". If you approach that with one thing, you likely approach that with all things. And honestly, you've already given the players precedent to expect their demands to be answered every time by giving them the ultimate sword. So there's no reasonable reason to not give them anything else they ask for.




And in your mind, how exactly do you think they get those "ultimate swords" they ask for?




As you said, you gave them narrative control. They are free to obtain those swords however they're most interested in acquiring them. Which likely, a player on a power trip is going to say "I got it by sleeping with the maidens in my castle". Pretty boring.

My username should actually read: Lunar Savage (damn you WotC!)
*Tips top hat, adjusts monocle, and walks away with cane* and yes, that IS Mr. Peanut laying unconscious on the curb.
http://asylumjournals.tumblr.com/
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Cancel
9 months ago  ::  Sep 17, 2012 - 8:50AM #50
iserith
Date Joined: Jun 1, 2005
Posts: 5,183

Sep 17, 2012 -- 8:47AM, LunarSavage wrote:

As you said, you gave them narrative control. They are free to obtain those swords however they're most interested in acquiring them. Which likely, a player on a power trip is going to say "I got it by sleeping with the maidens in my castle". Pretty boring.




Hilarious. Maybe you should learn more about these things before making assertions. Arguments about the validity of your style should stand on their own without needing to craft strawman arguments about how I play.

No amount of tips, tricks, or gimmicks will ever be better than simply talking directly to your fellow players to resolve your issues.
Reduce DM Prep & Increase Player Engagement: Don't Prep the Plot  |  Structure First, Story Last  |  Collaborative Roleplay  |  "Yes, and..."  |  Prep Tips
Games I'm Running on Roll20: Island of the Frog  |  Vanguard of Dis  |  Star*Juice  |  Tesseract  |  The Crucible  |  Fimbulvetr  |  The Delve  |  Draj, City of the Moon
Follow me on Twitter: @is3rith
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Dungeons & Dra.. What's a DM to Do? Players Looting EVERYTHING among other things.
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