The Tuesday Tip of the Week
To loot or not to loot? And this is a question I pose to the GM's; do you give great loot or do you go stingy with the loot? It's a hard question to answer. The hardest thing to deal with in a campaign is when you've unwillingly overpowered you characters with loot. It can be a lot of fun to create a great item that you think would be cool and then give it to your players, only to have them abuse and pervert the item within its set perameters. It can also suck when you give too many little, but useful items, and then nothing you throw at them seems to matter. The become like Batman with his utility belt, they have just the right gadget for every situation.
The flip side of the coin is not giving enough loot to your players. There is nothing more boring when playing that going game after game without finding anything useful. Playing an adventurer you want to find cool loot, so when you risk your life again and again for coppers, the game begins to lose its luster.
Finding the right balance is a nearly unsolvable problem. The real trick is to try and taylor your loot based on the players and their abilities. If you're running a game and your players are the kind of folks who just like the ride and don't think outside the box too often, then a powerful item could go unabused. If, however, your players are a bit more wild and unpredicatable, you'll need to keep your loot a little more restrictive.
You can't prepare for everything your players will do with the loot you give them, but you can try to keep your games power level in a range you feel is managable.
