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Travis Heldibridle's avatar

I love these kinds of game theory/design rabbit holes. This is exactly the kind of blog content that got me hooked on OSR play.

Also, I once ran an adventure where the most valuable item in the dungeon was an armoire. There was plenty of other loot, but there was a major payday available if they managed to get that out in good condition. They did not. One of those players has bought a block and tackle on every D&D character he has played since.

Medieval Cat's avatar

Is "trying to sell treasure with low liquidity" fun? If not why play it?

I'm a big fan of realism, so "Too much treasure that’s easy to sell makes the economy of the world seem out of whack." is an argument I can accept. Except: everything is easy to sell if you decrease the price enough. PCs should sell treasure that's "hard to sell" at a discount to some entrepreneurial dirt farmers. They can then haul it to the big city and haggle with potential buyers. The PCs can go on adventuring.

In my own game, I tend towards these philosophies https://coinsandscrolls.blogspot.com/2017/06/osr-death-taxes-and-death-taxes.html . Big treasure isn't just "hard to sell", it's politically impossible and very dangerous to sell. Big treasure must in practice be gifted away to powerful faction leaders. The leaders will give gifts in return. This keeps the game believable, adds faction play early and also creates a nice gold sink.

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