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Dungeons & Dragons - Role Playing Tips
Roleplaying Tips Weekly E-Zine Issue #116
9 Tips For Enhancing Treasure To Improve Your Campaigns
Contents:
This Week's Tips Summarized
9 Tips For Enhancing Treasure To Improve Your Campaigns
- Good Rewards Don't Have To Be Monetary
- Exotic Foods
- Beasts And Monsters
- Strange Materials
- Art
- Gifts From Nobility
- Naming Items
- Real Money
- Spells
Readers' Tips Summarized
- The Aeneid As A Source For Latin Names
- Faster Initiative Technique
- Using Dice As Minis
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A Brief Word From Johnn
Weak Character Tips Galore
You Tips subscribers are awesome. I received several dozen
tips on adventures, stories, and encounters from last week's
Weak Characters tips request. Thanks! I've just finished
putting them all into a base text file and will be turning
that into a Tips issue very soon. I think you'll find a
bunch of cool ideas in it that you may not have considered
before.
I'm hoping this week's Subscriber Challenge is just as
fruitful. It would be pretty cool joining together and
creating a huge freebie treasure list based on the ideas
from this week's tips.
Have a great week,
Johnn Four
johnn@roleplayingtips.com
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9 Tips For Enhancing Treasure To Improve Your Campaigns
Hello all! My name is Spike and I have been an avid player
of Dungeons and Dragons for almost five years, four of which
I have been GMing off and on. After one year of GMing (bad
GMing) I decided it was time to find a way to make my games
better. I started with treasure. Since I started focusing on
self-improvement I now get elected GM for about nine out of
ten games, definitely a mixed blessing. :-)
I would like to thank Johnn for the opportunity to present
to you my ideas on treasure and all of you for reading them.
Just remember to have fun and be creative!
-Spike
- Good Rewards Don't Have To Be Monetary
About six months ago my character acquired a house. He
finally had a place to put all his stuff! I designed it so
as not to be too small, not too large, and fairly plain in
structure. Now it was time to decorate. But with what? For
all the adventures I had been on, and all the monsters I had
slain, and all the favors I had done for people, I had
nothing to show for it except gold coins and a few pieces of
magical equipment.
All too often in campaigns characters are rewarded almost
exclusively with coins and magic items. But, there are many
other things that are worth money than what is minted by the
government/kingdom. Hopefully, these tips will help GMs
think a little bit outside of the box.
A key point to remember is that not all treasure is
monetary. People can be rewarded with such things as titles,
honor, or reputation. For instance, defeating the town-
terrorizing ogre and taking his club shows power. The big,
beat up stick isn't worth squat, but the respect gained from
possessing it is!
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- Exotic Foods
It's time to add some spice to your campaign (no pun
intended). Next time you are at a restaurant look at the
menu. Notice that not everything is the same price. There is
a reason for this...some things are more exotic than others!
Truffles cost more than regular mushrooms because there are
less of them. The same holds true for something like prime
rib as compared to ground beef.
Here are some example foods that make good treasure:
- Meats: Could be very expensive depending on the rarity or
danger of getting them. Imagine the cost of dragon jerky.
- Herbs And Spices: Have always been sought after for flavor
or preservatives. In fact, in ancient times some spices were
so rare that they were bought and sold by the grain!
- Drinks: Wines, teas, and ales can be very expensive. In my
campaign, a character found a bottle of 1000 year old
Elvish wine. Now how often do you stumble across something
like that?
- Milk: We drink goat's milk, cow's milk, yak's milk, soy
milk.... Well, soy milk doesn't exactly count, but you get
the idea. So why can't we drink the milk of other fantasy
animals?
- Treats: Sugars, honey, chocolate (sweetened), and other
sweet foods were rare in ancient times. Think of it from
a character's view: you've never had a bar of chocolate
in your life and then you happen to stumble across one. You'd
probably be asking yourself, "What kind of magic is this?".
Although it may sound too modern, it's easy to pull off. If
you're at a big-time royal banquet or personal dinner with
the king/queen/ruler, they may give the characters some of
this "chocolate" from "a land across the sea". Just make
sure the wrapper doesn't say "Hershey's".
- Nuts and Berries: Any culture with access to them has
eaten them. As we all know, different nuts and berries have
different tastes, properties, and qualities.
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- Beasts And Monsters
Despite popular belief, there is more to an animal than just
its pelt. Sure, it may be expensive or rare, but players
usually overlook things that can be worth a lot. How much
more ferocious would your character look if his necklace was
strung with dragon claws?
Here is a brief list of some possible collectibles:
- Furs/Scaled Hides
- Claws
- Teeth/Fangs
- Skulls
- Horns
- Scales (from large creatures)
Don't forget the whole animal as well. Stuffed heads or even
entire beasts make excellent trophies.
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- Strange Materials
So, your sword's made of steel, your necklace is gold, your
walking stick is oak, and your robes are made of cloth.
Wow....that's really, really boring. Making items out of
different materials greatly increases their value and
coolness.
- Gold, silver, platinum, oak, and silk are all expensive,
but common upgrades. Make up some exotic metals that have no
other property other than that they're tinted a weird color,
or have a hollow sound when struck.
- Fabrics can be made of plants like cotton or flax except
much rarer. Silk doesn't always have to come from silk
worms, it can come from certain spiders.
- Just like sheep, other animals can be sheared and their
fur can be woven into cloth.
- Woods from foreign lands can have unheard of strength, or
can have a very pleasant scent to them making them worth a
fortune!
Here are some attributes you can add to materials to make
them more exotic:
- Different color
- Changes color in heat/cold, sun/shade, etc.
- Pleasantly or unpleasantly scented
- Very strong or weak
- Very flexible or brittle
- Makes a singing type of sound when struck
- Has a tendency to attract or repel some people/monsters
- Never rusts/breaks down
- No matter how battered it becomes it's always shiny
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- Art
For countless years, works of art have been bought, sold,
and collected. All sorts of works, from paintings to
carvings to magical tapestries, can exist in your world.
Even music can be valuable. A never before seen sheet of
music created by Mozart was found and sold for a few hundred
thousand dollars! Creations can be crafted from metal,
cloth, wood, ivory, bone, skins, etc.
A few examples of art could be decorated weaponry, finely
detailed sculptures, jeweled goblets, or even a chess set
whose pieces were carved from the teeth of some particularly
horrific beast.
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- Gifts From Nobility
People with power should be able to pay PCs with something
more substantial than minted money (unless of course that's
all the characters want). Lands upon which a PC can build a
home or lands upon which a home is already built is
something a noble could grant. Depending on the caste system
of your campaign, a PC could even become a noble.
Titles such as Baron or Knight could be granted by Kings.
Make up names for your own titles, such as "High Protector
Of..." or "Guardian Of The...".
Here are a few noble gift ideas:
- Lands
- Titles
- Houses/Sailing ships
- Servants/Crew
- Soldiers
- Solemn promise to be available if the character should
ever need his/her aid
- His/her son's/daughter's hand in marriage
- Requesting that the character join his/her army as someone
of high rank
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- Naming Items
Try naming and giving backgrounds to some of the items that
your players find. Don't just call it an axe +1. "+1" isn't
a name, it's a power. It's like calling your printer a
"Printer page reproducer".
When a magic item is made, people generally know about it. A
PC's axe +1 could be named "Turunt" by him, but his followers
call it "Virnok's Hand" as it was owned by the warrior king
Virnok until it was lost a century and a half ago.
Using this sort of naming not only makes the item more
interesting, but also allows for good plot hooks. What if
Virnok's great grandson wished to have it back in the
bloodline? Perhaps a jealous collector has Virnok's armor,
shield, bracers, helm, and toothbrush and is just looking
for his axe so the collection is complete?
Not all items were owned by a king. Maybe some were once,
long ago, but they get passed through so many hands that no
one knows who they belong to anymore. So the sword +2 that
your players just found can be named by them. Just maybe, in
a few hundred years, collectors will seek out a sword named
by one of your players.
Not only weapons can have names, other things can as well.
Let's go back to Virnok's equipment.
- Armor - (No magic qualities) "Virnok's Shell"
- Bracers - (Imbues Strength) "Bands of Power"
- Helm - (Magical Protection) "The Magic Shield"
- Toothbrush - (No magic qualities) "Virnok's Breath Saver"
- Axe - (Magically Keen Edge) "The Hand of Virnok" or "Turunt"
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- Real Money
A simple addition to your game could be real cash! In my
AD&D game, I use pennies for copper, nickels for silver and
miscellaneous brass coins such as arcade tokens for gold
pieces. Although this may seem complicated, it's easier than
you think. The only physical money that is used is that
which is carried by the characters. If the characters find
300 silver pieces, I can write it on an index card if I
don't have enough nickels.
I know it may sound silly to use something like tokens, but
after the first session my players didn't even notice that
their gold pieces said "Chucky Cheese" or "New Hampshire
Highway Token" on them. They all sort of blended together
into a single mass of "gold" coins.
Bills can also be made. Try some on the computer like
Monopoly money. Put on different pictures or symbols (try
the "wingdings" or "webdings" fonts), and try using
different color paper to print them on.
Since paper bills are easy to make, I'm only going to make a
list of the "coins" you could use:
- Aluminum/brass washers
- Soda can tabs
- Sliced up wooden doweling
- Bottle caps
- Poker chips (these are quite nice since they are cheap and
come in many different colors. Because they're so cheap, you
can even spray paint them whatever color you want).
If you have a bunch of a certain type of coin or bill you
can make them separate from the rest. Think of it as foreign
currency. Just remember, some merchants may not take the
players' money if it's from another land while some currency
is valued world-wide (perhaps even inter-planetary).
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- Spells
For all of those games out there with spells in them, this
may be a useful tip. Every now and then a spell caster
needs some special rare component for one of their spells.
Most GMs either make a special quest for them or they
somehow weave it into their campaign. But not all components
have to be earned from specific quests. Some of the
components can be stumbled upon in normal treasure. Gems are
the most commonly found components but others can be found
as well.
The best time to do this is when a player isn't looking for
the components at the time. It's fun to occasionally let
your player be able to cast the cool spells without making
them go through one of those "Beat up the wizard as badly as
possible so he can finally cast that spell....once" type of
campaigns. However, like all treasures, this can be
overused.
The other thing is having your players acquire spells that
are cast differently. A spell that only requires a mere
gesture is much more valuable than the same spell that
requires your mage to dance around like an idiot, shout
"OOWANGA" and crack his knuckles to cast. Spells that are
easier to cast are usually more valuable and kept more of a
secret. Usually you hear about spells like those in legends
or superstitions. For instance, "it has been said that the
great wizard Huridan could simply snap his fingers and cause
lightning bolts to fall from a cloudless sky!". Most legends
are based in truth. You could easily make up a simple
adventure based on trying to find that spell in Huridan's
secret lair.
Last but not least, scrolls. Just about every scroll I have
ever received has been printed on paper. Some have been on
papyrus or vellum, but in general they're all done on a
paper-like material. However, you can write on anything
that has surface area. I found this out one day when I
walked into my little cousin's room to discover that he had
crayoned half his walls, his desk, and even part of a fake
leather jacket. This brought me to the conclusion that
writing can be put on anything. Since then, my campaigns
have been full of scroll variants.
Here's a very small list of the possibilities:
- Sheet metal (Make sure to vary the metals used.)
- Clay tablets
- Burned into wood
- On the backs of paintings
- Rawhide
- Soft leather
- Book covers
- Engraved onto armor
- Glass tablets
- Metal tablets/bars
- Directly on walls
You just have to remember that anything can be engraved,
written on, carved, etched, or shaped into a scroll. Some
things you cannot take with you, like cave walls, so it
forces players to figure out other ways to access it, if
there are any. Some can even be buried with their makers.
For instance, Huridan's legendary lightning spell could have
been carved into his coffin or perhaps even etched onto his
skull! Just remember that the possibilities are endless!
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Attention Game Publishers & Companies: THIS SPACE FOR RENT
Do you have a gaming-relating product that you'd like to
tell 11,700 Game Masters about? Put your information and
links here! The GM subscribers to this ezine have been very
supportive of advertisers here in the past and are open to
learning more about your products as long as they're useful
to roleplayers. Just don't try to sell us any swamp land in
Gehenna. ;)
johnn@roleplayingtips.com
Subscribers' Challenge: Treasure Examples
Okay, you've read Spike's excellent tips, now it's time to
walk our talk. :) I'd like you to use this week's issue as a
Treasure Generation Tool to come up with some cool non-
monetary reward ideas. Send 'em on in to me and I'll post
them in an upcoming issue or as a freebie Supplemental
Issue.
There's almost 12,000 of us here now, if we each send in
three treasure ideas, along with a sentence or two
description for each, using Spike's tips, then we'll create
an amazing tool for all of us to use in our campaigns and
adventures!
For example:
Beastly Ale Mugs. Each mug in this set of six has an exotic
animal theme with various, genuine body parts glued on for
beastly decoration: cave bat, dire rat, goblin, ogre, harpy,
and the much-prized basilisk mug. Collect them all!
Email your treasure ideas to me at: johnn@roleplayingtips.com
Thanks! :)
(P.S. Can I have a volunteer or two to help me assemble and
edit what I hope will be an awesome resource with hundreds,
or even thousands of treasure ideas?)
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Readers' Tips Of The Week:
- The Aeneid As A Source For Latin Names
From: Tony D.
Hi Johnn,
I'm really enjoying the Roleplaying Tips Weekly and find
many articles of use. On the tip re:the Bible being an
excellent source for names, I agree. There is also a book
called The Aeneid by Virgil (60 or so BC). I read the
English version as my Latin, ceteris paribus, is very poor.
Anyway, towards the end is a battle scene that takes about
20 pages and it's all like - "And Septimus, son of Ureus
smote Minus son of Crassus with his spear". Lots of names,
although all Latin/Etruscian.
- Faster Initiative Technique
From: Ted O.
I start every session with "roll initiative" and make a
list. Then, any time there's a combat, it's already rolled
and we can get right into the melee. It may sound silly
reading it but, in play, it works out nicely -- the PCs can
be walking along and all of a sudden something can happen
without breaking to roll initiative. "Ok, as you round the
corner you're surprised by 2 large snakes. The first
slithers up a tree but the other, coiled to attack, springs
at Jim biting him in the leg for 2pts of damage. Fred, what
do you do?"
I like this lots better than "as you round the corner, you
see 2 snakes. Ok, everyone roll initiative..."
Also, each combat *ends* with "roll initiative", which is
the initiative order for the *next* combat. In this way, the
"initiative queue" is always full.
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- Using Dice As Minis
From: Kenny
For complicated combat situations, I use dice placed on the
map. This makes it much simpler for players to handle. I
number the players from 1-4 and make them remember that
little number. Then I place each die at the appropriate
number so that players know one "fig" from another. All the
monsters have the same number (i.e. 6) and the players simply
move their newly created miniatures around, making it simple
to track who's where.
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