One of the conceits many OSR games inherited from TSR era D&D is that most experience points should be for treasure, sometimes called the GP=XP rule. Or, for people whose notions of realism can survive the premise of mighty thewed barbarians slaying serpent folk but not that it takes 8oz of gold to buy a head of garlic, a SP=XP rule. The advantage of this rule is that it encourages exploration and sneakiness over combat if you scatter gold XP pellets around the dungeon. The disadvantage is that it’s kind of stupid.
With that in mind, here’s a table where each player can roll to see why exactly their PC is so desperate for loot as to routinely wander around haunted tombs by torchlight:
- to purchase the freedom of that girl who always flashes you a smile in the market
- to honor your deceased matrilineal uncle with a funeral orgy that will make the earth shake with the envy of your ancestors in the underworld
- to bribe a genealogist of the royal court to fabricate a claim to noble blood before the next census
- to afford enough yellow lotus to get as high as you did before you built up a tolerance
- to pay the debts of the orphanage where you grew up and/or where you deposit your bastards
- to hire mercenaries to destroy the camp of the bandits who sacked your childhood village
- to buy that kickass lateen-sailed pleasure boat you’ve wanted since you had a charcoal drawing of it on papyrus hung up in your childhood bedroom
- to travel beyond the horizon and see if the tales are true
- to pay for initiation into the sacred mysteries of the Drowned Maiden
- to go back to blacksmith school and get your anvil operator’s license
- to achieve a lifelong dream of opening a really nice hookah lounge, I mean really nice
- to carouse until the taverns are drained and the brothels exhausted
- to flee a sorcerer who cast your horoscope and saw you would make the perfect sacrifice for summoning the Nameless Horror of the Outer Dark
- to pay off your debt to userers of the thieves’ guild
- to pay wergild and end the blood feud that has enmeshed your family for a generation
- to provide a dowry big enough to get some schmuck to marry the dancing girl you impregnated several months ago
- to make a propitiatory offering to the gods of the underworld who you can feel calling you to enact an ancestral curse
- to get the seed money for the really big score you’ve been planning for months
- to buy a monkey who is trained to make obscene gestures for the entertainment of your dinner guests
- everybody wants treasure – – that’s why they call it “treasure”
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