A Party That won't take treasure? [Archive] - Wizards Community

Post/Author/DateTimePost
aleph_woodenglenn

03-14-05, 02:28 PM
So I just wrapped up DMing this dungeon. (we are going round robin DMing...only three of us, all mature RPers) anyway, the player characters almost completely neglected getting treasure. I had a few "quests" where they could make an appropriate amount of loot, but they never collected. Additionally, they all too rarely searched rooms/baddies and are now a lot poorer than they should be. On one hand, I want them to level with an appropriate stash of goodies to handle future tasks, but I don't want to throw rewards at them. (I ended up basically throwing some rewards at them, just less than they could've had if they had been more proactive in treasure gathering). they are great roleplayers (and that is usually what prevents them from getting treasure..ie metagaming, they know that the place is clear, but in-game 1st level characters are too scared to stay after a major encounter, that kind of thing) and frankly I don't mind giving out sparse treasure, but if they keep it up, it could lead to trouble down the road. Its a little late for this specific instance, but I wonder if anyone else has seen a similar problem, and how far is appropriate in hint giving etc. to keep players with level appropriate wealth/magic item power).
?
StormKnight

03-14-05, 02:38 PM
Some players want grand, heroic adventures and aren't intersted in "looting bodies" (possibly even considering it un-heroic) or scratching around rooms looking for stray coins.

Just give less frequent, but bigger more direct rewards. Have someone present a character with a magic item in return for a deed, or have an item the PCs need to find located in a container with valuables as well.
Alkaline

03-14-05, 02:42 PM
Have someone present a character with a magic item in return for a deed,

Good advice. Or, have the main baddie USE a blatant magic item... For example, that main Orc boss is carrying not just any longsword, but it's also flaming... If the PCs don't want the sword after they kill him, I don't know what is wrong.
VerinBlod

03-14-05, 02:45 PM
Well that certainly doesn’t sound as my players ;) They always check out every single corner of the room and if they have enough time will check every wall for hidden doors and the like. So I don't suffer from your problems :D

But if you want to remedy this try giving your bad guys more treasure. You could also drop some hints. For instance: When you walk out the room your eyes catch an irregularity in the wall next to you. It looks to be artificial.
Don't do this too often, otherwise the players will get accustomed to you telling where the nice loot lies. But some hints can be a good thing.

Hope this helps

VerinBlod
Salla

03-14-05, 02:50 PM
Hmm. I've actually done similar things to this before, but the DM dropped a metric buttload of stuff onto us that we didn't earn. It was a three-round fight, the main bad-guy rolled over and told us, well, EVERYTHING before committing suicide (quite unsatisfying), and we got about fifteen magic items out of it, four of which were epic when we were 10th level, none of which were used against us (Bracers of Armor +12?!). So, we did some serious acrobatics to weasel out of that.
ManinDarkness

03-14-05, 02:51 PM
I had that same trouble. I plainly told them they had failed to find a lot of loot (showing them the list of rolled treasures they didn't get) and I gave them some treasure that they couldn't miss, but was not terribly useful (like potions just lying on a table). I also gave out on having stashes of treasure that amounted the encounters for the whole dungeon, now I give treasure strictly by encounter.

Take into account that side-quest for treasure gathering are an adventure in themselves. They should grant more treasure as they may qualify as challenges. Also, treasures from monsters are usually in their den that must be acccesible to the them.

About hint giving, I rarely do so spontaneouly, but I will give hints if checks are made to notice something unusual or to "remember" some piece of information. If a knowledge check is made to remember that displacer beasts like shiny things I prove to be most helpful.
Alynn

03-14-05, 02:51 PM
Well, they are only hurting themselves in that case. There is a saying that was used in a small movie (probably nothing you have heard of) that goes,

I can only show you the door, you must choose to walk through it.

Same with players, on my first dungeon crawl with my current group they missed out on 3 diamonds, and a masterwork longsword (intended for the Pali). I made up for it in money when they sold all the goblin gear back in town (Bilgins Arms and Armor for the Staturicly Challanged) by giving them a bit more than it was worth, so he end the Pali bought himself a mwk longsword.

But anyway, they are only hurting themselves, I don't believe ransacking what you have killed is metagaming, personally I believe it's taught in adventuring 101 class, especially if you have any rouges in there.

I guess it helps that my 2 elf females are materialistic, and the rogue (of course) The cleric only wants money to move out on his own away from his father, and the Pali, well most of his money goes to charity (but he is not above getting a better sword and armor, after all, he must protect the weaker party memebers.

Anyway, bottom line, they are only screwing themselves. Try to give them what you think they need, its up to them if they try to get it themselves or not.
Helmed Horror

03-14-05, 03:01 PM
wand of detect magic/wand of mineral detection. Give these to the party. If they figure out what they do, the party finding magic and gold is as easy as those kobolds they fought in room 017.

of course they must know what the wands do and be able to use them.

Each are level 1 wands (750 each)
mineral detection is in faerun campaign setting, but it is pretty self explanatory.
aleph_woodenglenn

03-15-05, 02:54 PM
Have someone present a character with a magic item in return for a deed,

Actually that is exactly what I ended up doing. I think this way they have useful items if nothing else. One of the characters was helping the town's healer in great RP, so she got a couple healing potion, another shmoozed with the mayor so well she got the liquored up aristocrat to let her have the mwk silver dagger he was using as a decorative letter opener. I planted a couple helpful items on one of the foes they'd basically have to search, but rewarding their roleplaying directly (w/ XP and treasure) seems to be working. The hard part with this is finding the balance (I don't want them to gain extra rewards for NOT looking for treasure, but I want them to be able to cope as they get further along) thanks for the help.
Bane

03-15-05, 03:16 PM
Just leave it alone. Once they realize that they are getting stomped, they should start looting just so they can get what they need.