Dishing out wealth/loot is my least favorite aspect of DMing. It's probably the thing I'm worst at.
My players were OP as fuck by the end of my first campaign (which was run in PF2e). I didn't want to deal with all of PF2e's stupid weapon runes, so I just gave them a ton of gold and let them buy what they wanted. At first, I gave them specific weapon runes, but I found that they didn't like what I gave them/it didn't match their vision for the character.
I think you can circumvent this by giving them a badass magic/legendary weapon instead. I did that for one player, but again, with PF2e's rune system, they have to continue modding the weapon or it won't make it to endgame.
I have three questions I ask before we play. I think I get lucky in that this has worked for me most of the time; if players dodge the questions I find that they tend to not be a good fit for my style. (These are modified from the questions Jerry Holkins asked his players at the start of Acquisitions Inc. the C Team, which might be the most underrated actual play kicking around out there.)
- What is your secret purpose for becoming an adventurer, in this place/setting specifically? (Ground them in the setting)
- Who is someone you have wronged? (Gives them a potential nemesis or redemption arc)
- What is the thing you would cross your most uncrossable ethical line to learn? (Allows me to put things in front of them that build dramatic decision-making, and perhaps build in quests for them)
And then I ask them for 1-3 people who MATTER to them. Not who they care about or love or whatever, let the player decide who is important and why. Could be an enemies hit list. Their kids. A lost comrade.
I've heard some combination of these questions before. That's helpful, thanks. Again, giving them prompts instead of "What do you want" seems to be key.
Actually, a different perspective - my Westmarches style campaign, first like, six sessions or so were "you have a client, they need a thing, it's out there in the scary place." So they go out, I throw some overland monsters at them. They explore a weird location, they risk life and limb, they LEARN THEIR CHARACTER SHEETS. They go home, get paid, different client approaches them, repeat. After the third one of these jobs, the players said Okay, we're vibing with the setting now, we know our characters. Can we do more RP stuff? Like X wants to build a brewery in our hideout. Y wants to start busking around the military camp. Z wants to research aberrations. And then I followed their interests to help them tell their own stories.
This sounds like another friend's game. He's much more freeform with his plot/adventures. The players mainly run a tavern. He somehow builds constant tension around the tavern. They need to hire a new chef, so he has them hold literal job interviews with NPCs. It turns out the chef they hired is a psychopathic doppelganger. Now they have to keep him in check until a replacement is found. It's always something.
Somehow, he still finds ways to suck them into interdimensional portals and put them in situations where they accidentally free ancient demon lords.
The players have a blast with it. I'm envious. I hope to run a game like that someday, but I worry my brain is too reliant on plot structure and a solid beginning, middle, and end.
I will say by way of DM style, I haaaaaated learning that people were DMing for broadcast back when that became a thing, it felt like some kind of violation of our sacred brotherhood, but then I watched some Mercer/Mulligan/Holkins DMing and was like oh, shit, these guys DM like I do, I thought I was doing it wrong, this is kinda neat to see someone doing similar shenanigans.
To be clear, I watch a lot of DM advice videos. I rarely watch game content.
I really didn't like it at first, but for some reason they don't miss what the other players are doing - maybe it's a skill they've developed on their own, listening and rolling. I do ask they don't roll skill checks etc. before I ask for a roll, but that's cos I may not even ask for one. Don't waste that nat 20 charisma check when the barmaid was going to take you home already. I know it can feel disrespectful, but I think it's less disrespectful than like, checking your email or playing a mobile game between turns. Also for the folks who hate math, it takes pressure off in the moment. And we deal with a LOT of background distractions, people with toddlers, massive health issues, all kinds of stuff, but when the game is happening everyonen respects everyone's time. (We keep threatening to roll up a drunken monk character for one player's toddler who loves to wave at us on camera.) I think maybe I don't worry about prerolling or whatever because I have empirical proof everyone is respecting everyone else's time in game.
I always pre-roll my death saves. I like to keep them a secret (between myself and the DM, anyway). I don't want my voice to betray anything in the moment.
Don't get me wrong, I can't remember the last time I played a TTRPG without house rules, but D&D (every edition) always felt like you were making foundational changes to how the game works any time you fussed with the RAW.
I like experimenting with new systems in part because it opens me up to new rules. New rules = new potential house rules.
Tangential, a bit, but this actually reminds me of one of my biggest problems with D&D, or at least how it's usually run (and technically, the RAW, to be fair): It doesn't encourage roleplaying and character building because your forward mobility is mostly tied to combat. If I'm a fighter, which I often am, explain to me how to build an interesting REAL PERSON, with like a couple of skill points - most of which I NEED to put into combat-related skills to maintain usefulness on the field.
In real life, people tend to know a lot of stuff. People have different interests. Different levels of life experiences. D&D has a lot of trouble with this. Maybe my fighter REALLY likes armor and could go identify when that armor was made and how old the skeleton is based on that. But per RAW, I probably haven't put any points into something like Knowledge (History) because doing so would literally divest my character of utility in battle, which is my whole purpose.
I was in two different groups that played with a hugely expanded skill list, and actually separated out how skill points could be allocated. So you got a different amount for 'combat relevant' and 'RP relevant' skills. Obviously there's usually overlap there, but it does help create depth to characters and allow them to do things that aren't just hit stuff better, while still having RULES for doing it. Originally, the first group that I did this with, just tried to only use combat-relevant skills as rolls, and everything else was just 'just RP it.' But it got too easy at that point to make characters that knew everything, or damn near.
Yep. 13th Age is the only book I've seen that balances this. 13A gives you backgrounds. They're functionally useless unless the player is clever enough to find use for them. You allocate a given number of points to your backgrounds, but they aren't skills or abilities. They're backstory. Flavor text. Character history. The game gives a list of examples, but it's not a set list. You can create your own.
For instance, maybe your bard used to be a stable hand at a tavern. You give yourself a background in Horse Wrangling, Hospitality, and Tavern Keeping. Your party happens upon a stallion in the woods. You ask the DM if you can use your background in horse wrangling to see if the horse is domesticated. If not, maybe you can roll to tame it.
The party attempts to enter a castle with notoriously hostile guards. "DM, can I put on the charm I learned as a tavern keeper?"
To your example, maybe your fighter takes a background in Armorer or Mercenary. By examining the skeleton, you can tell the approximate age and build quality of the armor.
Another piece of advice I've taken to lately is to stop relying so much on random chance.
Players build their characters deliberately. If the party wizard has a background in history, reward him for it. He thoughtfully built his character for that exact moment. Don't make him roll a history check.
Or, if you do make him roll for a history check, don't let another party member without a background in history do the same. It sucks when the guy who built his character around history rolls low and misses the check, and someone else in the party gets lucky and rolls a 20. It doesn't make narrative sense, it doesn't reward thoughtful character building, and it doesn't force the party to rely on one another.
I do the same thing in my games when I have a party without a charismatic character. I don't want you to roll, I want you to make a compelling argument.