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Spicing Up Artsy Treasure?
Tweet Topic Started: Apr 21 2009, 12:33 PM (444 Views)
kismetrose Apr 21 2009, 12:33 PM Post #1
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While at the Getty Villa this weekend, I was amazed by the number, variety, and novelty of gems carved with fine details, like portraits of gods or buildings. The careful work made each gem seem many times more precious, even more so than the usual cut gems we see, maybe because these gems told stories. They seemed perfectly suited to D&D treasure and I immediately turned to my nearest geek and said, "I am so using these in game!" They don't have to be magical items to be special. I can actually see my player characters wanting rings with carvings of their gods. I figure, all we have to do is add to the price of unworked gems and voila! A variation on treasure that makes them want to collect 'em all.

Sometimes it seems like artsy treasure in D&D is all the same kind of thing - basic jewelry, the familiar types of gems, that same old silver comb with moonstones. I like to use gems and art as treasure because they're portable and easily reflect high value, but I'd like to make the pieces more interesting. Of course, that requires a bit more time and thinking than I've had to spend on such little details. Some things, I'd just like to be neat and different. A few, I would like to imbue with adventure potential, like the miniature paintings of betrothed nobles.

What sorts of things do you add to change it up?
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Pete Jun 14 2009, 12:19 PM Post #2
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Oooh that's very good!
What i've learned so far in my rather limited experiences running a game, is that every single bit of knowledge you know about whatever can truly add to the way you create a world.
For instance, one time i read a book that was about how the weather works exactly. And learned how complicated and fragile the weather actually is. I let my imagination flow and created a complete sub plot from this.
Also i know a thing or two about herbs so the druid in the game always has a blast with this.
Everything you have learned in your life so far you can use it to create a more "real" ( well real isn't the right word for it, a better word would be more complex or something ) world.
And i believe that really adds to the gaming experience.
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kismetrose Jun 14 2009, 09:16 PM Post #3
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Since I did this post, I've been slowly but surely working on a new chart to consult when I'm building treasure. I posted it today.

Real life experience can add a lot of spice to gaming. It can also be a bit of a pain when someone has very technical knowledge that you don't and they insist that it applies, or so I've heard. ;)
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Pete Jun 15 2009, 11:06 AM Post #4
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kismetrose
Jun 14 2009, 09:16 PM


Real life experience can add a lot of spice to gaming. It can also be a bit of a pain when someone has very technical knowledge that you don't and they insist that it applies, or so I've heard. ;)
Haha yes. Sometimes the players insist that their logic overrules the DM's.
But then we all always say: "What the DM says goes. The DM created the world so he makes the rules."
Or something like that.
It's a bit cheap i guess. :$
But it usually sets em straight :P
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kismetrose Jun 17 2009, 01:32 PM Post #5
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Sometimes the DM's authority is the only way to get around from painstaking arguments about how real-life physics and details should work. I don't agree with DMs throwing their weight around for the hell of it or using it against their players like a weapon, but it can be handy for keeping the game going.
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Pete Jun 17 2009, 10:41 PM Post #6
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Myes our old DM used to use it for is own personal pleasure just a bit too often.
Sometimes that ruined the game a bit.
I guess the best DM's make it seem so like there is no DM at all.
There's only the world, the story and the characters that live in it.
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kismetrose Jun 20 2009, 11:35 PM Post #7
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That's an interesting way of looking at it. I don't need the DM to fade completely into the background, and I want them to get what they need out of the game, too. I do feel that the game is best when the world feels like it's alive and it has people and places in it that are equally fascinating and multi-faceted. Variable treasure types figure into that equation in D&D.
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Pete Jun 21 2009, 01:48 AM Post #8
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Well i guess it's not really possible to fade seemlessly into the background because the players are always looking at you and listening to you. But i always try to "sweep players of their feet" so to speak.
And give them the ability to deepen themselfs into whatever they come across in the world.
To make the world come alive just as you said.
And having flushed out thoughts like all those kinds of treasures is indeed an element that can make the world feel more deep.
The more you do these kind of things the more ye spice it up!
But it can be allot of work so it's not for everyone i guess.
But looking into this kind of stuff is also very rewarding for your personal life aswell.
So i really recommend it.


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