Jürgen Hubert<p>A thought on <a href="https://mementomori.social/tags/DnD" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>DnD</span></a> - style <a href="https://mementomori.social/tags/ttrpg" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ttrpg</span></a> where the player characters can be classified as "professional treasure hunters" either deliberately (they go into dungeons in order to seek treasure) or accidentally (they find treasure while they go into the dungeon for other reasons).</p><p>The absurd amount of valuables the player character find has ample precedent in European <a href="https://mementomori.social/tags/folklore" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>folklore</span></a> (click on the link for a few examples), and indeed, the whole concept of treasure hunting has precedent in the "Magical Treasure Hunting" craze of Early Modern Europe.</p><p>However, folk tales are almost always "one-shots" - the person who finds the treasure either gets rich and lives heavily ever after, or they feel regret for the rest of their lives because they missed their one big shot at riches.</p><p>In contrast, TTRPG usually feature ongoing campaigns, and thus the PCs will usually delve into "dungeons" and similar treasure-laden sites again and again. So the question the GM - and indeed, anyone who does <a href="https://mementomori.social/tags/worldbuilding" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>worldbuilding</span></a> for such settings - needs to answer is:</p><p>"Why would the player characters continue to risk life and limb even after finding riches?"</p><p>What are your thoughts on this?</p><p><a href="https://wiki.sunkencastles.com/wiki/Category:Treasure" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">wiki.sunkencastles.com/wiki/Ca</span><span class="invisible">tegory:Treasure</span></a></p>