Re: The price of the Marsh-dweller treasure
Posted: Tue Jul 01, 2014 3:04 pm
The fatigue/psychological burden of carrying treasure is not the same as facing those threats so, no, I don't believe it breaks down. I didn't say it was a perfect fix but treasure is more fatiguing than just it's weight as it incorporates the energy spent making sure it is packed securely, isn't lost, or for more fragile items of treasure aren't broken. This is completely different to facing threats like the Werewolf of Mirkwood and shouldn't really be compared in my opinion. Consider that other items aren't just given encumbrance values solely based on weight but also how difficult they are to carry - their shape, fragility, etc I'm sure can all factor into the equation and should do.Murcushio wrote:That starts breaking down after awhile, tho, doesn't it? I mean, if you run Darkening of Mirkwood straight-up (as an example) by about the two-thirds mark you're going to have people with Valour and Wisdom in the 4-6 range who have fought an honest-to-god dragon and encountered the Nazgul and the Werewolf of Mirkwood multiple times and walked away to brag about it later. Players might find it hard to believe that every single person in such a fellowship is psychologically burdened by hauling harmless bits of metal around.
Yes. I think treasure is pretty uncommon in the game as written - I haven't altered that rate at all so my comment wasn't that my campaign was particularly different to any other game just that it doesn't have much treasure per se.Murcushio wrote:I'm curious, did you also alter the Standing rules? Making treasure a lot rarer also directly impacts people's ability to raise that, and usually people want to raise their Standing so they can participate in the Tale of Years or, at least, not be regarded as shiftless wanderers by their culture.
Or, more accurately, it's uncommon considering how much is needed to impact on character elements like Standing...
We discussed this in a different thread a couple of months ago and working through all the adventures in TfW the average treasure haul would only result in PCs being of Standing 2 (they'd be halfway to 3), assuming they spent all their treasure on Standing increasing and didn't need to maintain it at year end. I think that pretty much proves how rare treasure is, or perhaps, that Standing costs too much to increase - which is the conclusion I drew from it and therefore altered the cost levels in my campaign.