tag:blogger.com,1999:blog-4829093857574761981.post2103967887221047778..comments2024-03-26T01:17:49.256+00:00Comments on Roles, Rules, and Rolls: Treasure-Centered Adventure DesignRoger G-Shttp://www.blogger.com/profile/08594440701279968693noreply@blogger.comBlogger10125tag:blogger.com,1999:blog-4829093857574761981.post-34410760361864897002013-06-02T04:38:21.854+01:002013-06-02T04:38:21.854+01:00This is fantastic. I'm definitely using it.This is fantastic. I'm definitely using it.Jackhttps://www.blogger.com/profile/13576384742168685922noreply@blogger.comtag:blogger.com,1999:blog-4829093857574761981.post-54602156633791573902013-05-23T02:59:00.947+01:002013-05-23T02:59:00.947+01:00Oh. Huh. That makes sense!Oh. Huh. That makes sense!Rachel Ghoulhttps://www.blogger.com/profile/04765944479141792643noreply@blogger.comtag:blogger.com,1999:blog-4829093857574761981.post-73695531908174256132013-05-23T00:22:14.630+01:002013-05-23T00:22:14.630+01:00Treasure is hard for me, but I found a trick I lik...Treasure is hard for me, but I found a trick I liked last week.<br /><br />Last session the party killed something I didn't think they'd kill, and frankly I didn't have this terrible thing's treasure prepared - now my setting is sort of odd both weird fantasy 19th century and post-apocalyptic. So after killing the giant rust spider I figured the thing was almost a wyvern and rolled some random Treasure Type D for it. Then I changed it into machine tools, glassware and other appropriate items. Of late I've been stocking the same way - <br /><br />Copper stays copper or other heavy but useful raw material, silver is usually furniture or textiles, Electrum is machine tools or instruments, gold is treasure, platinum is items of great value (art work, extra planar beast furs, non-mechanic changing magic). <br /><br />I find this works well - once the values are established the ideas come more easily.Gus Lhttps://www.blogger.com/profile/14872819206286105195noreply@blogger.comtag:blogger.com,1999:blog-4829093857574761981.post-61771594033922787202013-05-22T17:35:08.599+01:002013-05-22T17:35:08.599+01:00I originally thought of a table instead of the 2d1...I originally thought of a table instead of the 2d10 roll that would give you types based on the monster or hoard context. But it wouldn't fit on the page!Roger G-Shttps://www.blogger.com/profile/08594440701279968693noreply@blogger.comtag:blogger.com,1999:blog-4829093857574761981.post-55398588105738760262013-05-22T16:34:18.125+01:002013-05-22T16:34:18.125+01:00Your tables remind me of the ones for first editio...Your tables remind me of the ones for first edition Warhammer, where the treasure wasn't by monster but by location. The treasure table had entries for shrines, temples, wizard's house, and grave goods, etc. <br /><br />One thing I've been trying to add to my treasure tables is more context; associating the treasure with the location it's found or monster guarding it. A giant would have a different type of treasure than kobolds, not just different values. Likewise, treasure found in a ruined dwarven fortress should be different from treasure found in a wizards dungeon. The only system I've seen that can handle that type of association is the card-based system such as for GW's Warhammer Quest. When you bought the orc module, it came with orc encounter cards as well as orcish treasure you mixed into your treasure deck. The D&Dish card game Dungeoneer perfected this providing room, monster and treasure cards that all matched a common theme. Hedgehobbithttps://www.blogger.com/profile/17606283586332210195noreply@blogger.comtag:blogger.com,1999:blog-4829093857574761981.post-7287703856264866192013-05-22T14:42:08.067+01:002013-05-22T14:42:08.067+01:00Well, "bronze" is the default metal for ...Well, "bronze" is the default metal for metal bars, and if the value is higher it can be silver/gold, or lower it can be iron. If there had been room I would have had a ranking of materials, so that for example a bronze object would be worth 10x a stone object of the same workmanship and weight. What I have is actually more reflective of a European medieval tech where iron is common and bronze relatively rare as a material.Roger G-Shttps://www.blogger.com/profile/08594440701279968693noreply@blogger.comtag:blogger.com,1999:blog-4829093857574761981.post-15071422121248879752013-05-22T09:13:16.357+01:002013-05-22T09:13:16.357+01:00Something else that occurs to me. You have bronze-...Something else that occurs to me. You have bronze-- and judging by the illustration, not jewelry or statues, just bronze ingots. Is this supposed to be reflective of a more classical setting and tech level?Rachel Ghoulhttps://www.blogger.com/profile/04765944479141792643noreply@blogger.comtag:blogger.com,1999:blog-4829093857574761981.post-41354345111144037522013-05-22T02:32:06.555+01:002013-05-22T02:32:06.555+01:00I sorta miss the column in the building materials....I sorta miss the column in the building materials. Maybe a label would have been a more logical change.Either way, this is cool... And I think I'm gonna spend the next couple hours writing random tables to be used in conjunction with this in my own games. =)Rachel Ghoulhttps://www.blogger.com/profile/04765944479141792643noreply@blogger.comtag:blogger.com,1999:blog-4829093857574761981.post-84155261137879987092013-05-22T02:25:31.551+01:002013-05-22T02:25:31.551+01:00That's true, and I do often go with random mon...That's true, and I do often go with random monsters first. I'm just thinking that the exercise of reasoning backwards from the treasure could help the creativity even more and break thought patterns.Roger G-Shttps://www.blogger.com/profile/08594440701279968693noreply@blogger.comtag:blogger.com,1999:blog-4829093857574761981.post-82130521106027154152013-05-22T00:46:16.969+01:002013-05-22T00:46:16.969+01:00You and I think very differently about this subjec...You and I think very differently about this subject (diversity in thought is good!). I feel that your statement "while you yourself know that you have scripted out the adventures with carefully level-balanced encounters and rewards" does not relate to the topic of generating content based off of treasure from a random table. You could get the same effect by rolling random monsters from a table and then "create the treasure more or less proportional to each hazard or monster (to paraphrase your last paragraph).<br />I feel the key issue is randomness in game design. This is a topic that is relevant to modern computer games!Random Wizardhttps://www.blogger.com/profile/16200875405900408519noreply@blogger.com