About the GMs role in Treasure
Getting teh phat lootz is a stable and cool part of dungeon exploration games (nowadays) and in DW you eve get XP for doing it!
On the other hand, tresaure is mostly a thing the GM puts somewhere to be found. It’s not the GMs job to give people items, coins and magic.
The GM has to
Portray a fantastic world
Fill the characters’ lives with adventure
Play to find out what happens
Of course, tresaure is part of a adventures and of fantastic worlds but it’s not necessary. The players should haggle to get coins when they accept a “quest” and should keep an eye out for treasure (there is even a specific move for that) BUT it’s still mostly up to the GM.
How do you handle this in your game?
Poorly. I forget about the treasure typically until the End of Session move. Generally at that point I’ll start trying to think about a treasure I can work into my next session.
“When you leave a dungeon and count your coppers…”
Seems legit? I hate making treasure. I always seem to give either insignificant amounts or way too much…
I don’t think too much can happen in the game because magic stuff isn’t freely available and its also load…
Yeah, until you start handing out gems and diamonds…
Why?
Because a gem worth 1,000 coins and 0 weight is very portable and useful. If you can’t use coin for anything, why bother looking for it?
Now they have a gem. It’s worth as much as someone is willing or able to pay for it. Who has 1000 gold cash? So it’s basically a portable favour.
Or a very friendly archbishop, king or emperor. You don’t need to convert it into cash to spend it. Ever heard of “buy in bulk”? 😀
Wwhat do they buy? Weapons? Armor? Hirelings?
800 slaves and a horse! 😀
Seriously though, that kind of cash would be retirement money, which should be any adventurers dream. Buy a huge piece of land, pay farmers 10 coin a week to plow and sow for you.
The problem with coin is that it’s only useful to the player as long as the character doesn’t have enough to retire. I don’t want the “Christmas tree” effect to be brought back to life by introducing “magic item shops”, but I also want coin to be a motivator in my games.
Just came to think of it. Look at page 228 🙂 It handles pretty much anything for you I guess?
I like making up mysterious items of unclear use on the spot instead of just doling out coins.
It’s a great excuse to get the players to roll a spout lore, and the vague purpose means players can later try and use the item to solve a problem with some creative thinking. Getting players to act on partial knowledge is a great golden opportunity!