I’ll admit my players are a lot different than the folks he played with. I usually find the focus is less on money (outside of what they need to cover general expenses) and more on obsessively collecting any assorted junk I may toss their way. I had my players encounter a set of magical doors once that led into a series of random cupboards and drawers throughout the world, and they kept almost every item they found. Including someones keys, an invitation to a party that ended two weeks ago, and a punchcard coupon for a store they’d never heard of.
If i’m lucky they’ll find a way to make some good use out of them, otherwise they might just end up on an episode of hoarders instead.
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Not directly related to this, but I recently checked out Darth and Droids and was pleasantly surprised to see it’s still going well into The Last Jedi. Pretty cool to see this part of Shamus’ legacy is still rolling!
Darths and Droids, now there’s a name I haven’t heard in a long time… a long time.
(This reference would work better if I was David Morgan-Mar, but we work with what we have)
I’m not caught up but last time I checked it has rather strongly deviated from just doing “this but as an RPG” into something of its own thing with a bunch of player related storytelling. Mileage varies but I don’t feel like it’s necessarily the worse for it.
My party would have an in-character grieving scene first, but we definitely would plunder our dead companions afterwards, especially if they’ve got magic items
Magic items do tend to be helpful, so at least greed isn’t the only explanation for it
Yeah, I get the feeling most parties tend to be at least nominally “good,” or at least working to prevent some disaster such as the end of the world; you can have a respectful send-off, and still appropriate your late comrade’s gear because it’s not doing them any good any more and the fate of the world might depend on it.
When it comes right down to it, it’s not that weird. We’re not Egyptian Kings, not a lot of people get buried with their valuables these days.
There’s always the case of “peasantry parties”, where the kind of “half the party fights (mostly defensively), the other half scavenges whatever can be scavenged off the battlefield before things too big for us (like Thieves Guild, City Watch or anything with actuall Threat Level) chase us off” approach is main source of party income.
It can be great fun to play this way, just don’t be too attached to characters, exposure, hunger and infection of occasional wounds will do away with many of them.
Didn’t your players at least consider if and how they could take the actual doors with them? They sound potentially more useful than the assorted tat you mention.
They did, and they nearly managed it with one of the few drawers in there too, (it led into the rangers bag, which they discovered after scaring the hell out of him trying to root through it while he was wearing it) then they realized it was the size of a drawer, so not particularly well-sized for carrying around. And additionally it might break, explode, or experience some paradox if they tried to put it somewhere for safekeeping. So they settled for not doing that.
The greedy adventurer wasn’t just a trope, it was game mechanic. On the old editions (1ed, AD&D) you gained XP by each gold reclaimed from treasure to a “town”. You could also gain XP from monster but compared to gold it was something like 10:1… conversely, that’s why so many people remember that leveling up taked so much time, because they didn’t use the gold as xp…
New editions keep the xp but people are moving toward milestone XP… but funny enough, not the milestone XP that the DMG describes.