bluelander

joined 2 years ago
[–] [email protected] 9 points 12 hours ago

There are no good and bad people. People are just people, with all the complexity that involves.

But if you feel this concern then it's probably a sign to talk to a mental health professional.

[–] [email protected] 1 points 1 day ago

Very clean, nice work!

[–] [email protected] 13 points 3 days ago

That's way too clever for me lol, her name is Sushi.

[–] [email protected] 14 points 3 days ago (1 children)

I suspect it's a quest for treats...

 
[–] [email protected] 1 points 3 days ago

Fully agreed. This kind of thing drives me nuts and other people act like I'm crazy.

I don't want a "base" game for $70. I don't like the idea of spending so much and still missing content or cosmetics that in previous generations would've been unlockable in the game. It's frustrating and disappointing.

The recent Space Marine did it and turned me off. Stop giving me tiers of products. It's fatiguing!

[–] [email protected] 1 points 2 years ago

Very clean, looks great!

[–] [email protected] 8 points 2 years ago (3 children)

So, this is kind of an interesting issue that I've grappled with before myself.

The easy answer is that as the GM you have control over how much treasure your players find in your games. It's easy enough to just put in the amount of treasure you want them to find.

That said, one thing in OSR play that often gets overlooked is the idea of domains and home bases. Outside of actual name level domain play, investing in a home base or a local tavern or just in the local town is something that is extremely beneficial and also extremely costly to adventurers. There's a reason that so many older editions of RPGs included detailed information on exactly how much individual portions of castles or buildings cost.

Not every OSR game brings in the idea of domain play and strongholds, but I think they should. They're a great place for players to sink money while also gaining tangible benefits. And magic items also are subject to breakage just like other items. If your game is not breaking or wearing down items then maybe that's something you could look into tracking.

At the end of the day I think the idea of being showered in gold and treasure or being completely destitute and sort of fluctuating back and forth fits with OSR play because OSR play is just by nature a little more swingy. Life is cheap and death comes quick. Treasure follows that same paradigm.