Topic: xp for gp; "valuable objects"

There's probably a pretty obvious (or at least standard) answer to these questions, but please bear in mind a) I've never run a game before and b) numbers make my head hurt.

(Assuming the gold standard), when awarding xp for gp, do you convert change (sp and cp) into gp for purposes of awarding xp?

And in Tower of the Stargazer (for example), would you award xp for things like the bottles of wine, books from the library, etc?\

Thanks,
Aaron

Campaign blog: http://deadlake.wordpress.com
Other, rarely updated blog: http://tigerchamber.wordpress.com

Re: xp for gp; "valuable objects"

Yes and yes.

Re: xp for gp; "valuable objects"

Thanks, Jim!

Campaign blog: http://deadlake.wordpress.com
Other, rarely updated blog: http://tigerchamber.wordpress.com

Re: xp for gp; "valuable objects"

You mean you let your players get all of that gold out and safe?   

I destroyed a whole wagonful with lightning while they were trying to loot the entire tower!!

Re: xp for gp; "valuable objects"

In fact, I didn't. They were making plans to drag it all out of the tower and bury it somewhere, and I was actually fine with that because I was absurdly excited to let/make them take the time to get it out and then ask "So who's got a shovel?" (answer, of course: nobody). But cooler heads prevailed and they only pocketed about 400 coins each, though they did take the time to hide five of the chests in the storeroom with the crates of bones on the floor above. And now they've gone back to town, so that will probably be the end of it.

Last edited by Errant Tiger (2011-06-05 07:02:50)

Campaign blog: http://deadlake.wordpress.com
Other, rarely updated blog: http://tigerchamber.wordpress.com

Re: xp for gp; "valuable objects"

Yup, my group sent a few back to town, hired a wagon and laborers, and then loaded the wagon with all the coins.  Nevermind that they had no where to store this hoard.  Then they proceeded to loot the entire tower, even trying to figure out a way to get the magic mirrors off the walls and crated up.  At this point I told them that there was no way all this stuff would fit on the wagon at once, so they sent it towards town with one PC.  Lightning struck, destroying the wagon, fusing most of the coins into an alloyed slag, and killing the PC (who was still only a touch above 1/2 hp), as well as the teamster. 

So all told they managed to salvage about 300 coins plus the star gem, and the duplicate spellbook.

I think they figured that this was a castle financing in a box kit for them or something.  I love that James put such a huge amount of treasure in a beginning adventure just begging to be destroyed, lost, etc.  Instills early on in the players that getting the treasure back to civilization is as big a challenge as earning it in the first place.

Re: xp for gp; "valuable objects"

The Degenerate Elite wrote:

Instills early on in the players that getting the treasure back to civilization is as big a challenge as earning it in the first place.

Why this is good practice?

GM: Labyrinth Lord. Lamentations of the Flame Princess.
Player: Looking forward trying Stars without number.

Re: xp for gp; "valuable objects"

Because it will keep the player's grounded in reality if they take smaller amounts of treasure.  A huge wagon full of treasure is an open invitation to robbers and highwaymen to attack.  Especially since just starting out, player's have no way to keep and guard such wealth.

It is common in adventure design to have the treasure in hard to reach places because it is just as hard to get out.  If you rappelled 190 feet down and then explored to the back of a cave, guess how that gold gets back out.  Yup, better get your block and tackle ready.

  The rules state specifically that treasure has to be recovered and returned to a safe location in order to count for experience.  Just getting it safe can be an adventure in and of itself.

You should always role-play and game the treasure recovery and not just assume that the player's get it all out and back home.

Re: xp for gp; "valuable objects"

Gwion wrote:

Why this is good practice?

Because it's part of the fun. Making recovering treasure (and getting it back to civilization) the reward-garnering goal of the game and making it challenging encourages players to think about it and come up with plans, schemes, etc. for managing the feat.