The party, stacked with gear, easily passes through the dungeon. They take down any foes within a few strikes of their legendary gear, getting to their final destination. The Dungeon Master has prepped this dungeon for weeks, growing the excitement from the group.
It all happened in a flash. As the Dungeon Master grants the party access they are ready to get their reward. What will it be? Will the adventure they have taken grant them some form of satisfaction from a “hard day’s work”?
As they enter the room, they see their prize. Magic weapons litter the floor, gold and jewels are everywhere! The DM looks at the faces of their players and sees… the same reaction they have always had.
What is the Monty Haul Problem?
(DISCLAIMER: The Monty Haul problem differs from the Monty Hall problem. Monty Haul deals with the abundance of gear given to players, while the Monty Hall problem is statistical in nature, and does not have to do with RPGs.)
Games that are too easy are not what your players are looking for. The Monty Haul problem comes into play when everything is abundant. The gear, gold, or jewels become repetitive after a few games.
There will always be a little excitement when given a legendary type weapon. This slowly becomes a double-sided coin, creating more issues later on. Your players will use the tools that are given. When you have given a knife enchanted to cut anything, it will eventually lead to predicaments like “I want to cut the BBEG’s head off”.
Well, it can cut through anything, why would it not be able to cut off the head of the BBEG you worked hours on? This will lead to poor excuses from you, the DM. “Oh uhhh, they have a magical barrier that can not be cut”. You gave them a knife that can cut through anything, why would they not reasonably cut through the barrier and the head? This will create arguments and, in the end, an item that makes you feel like it loses its value.
So what can you give to your players that will not only feel like a reward but will not mess up the game later on? You give what every player really wants, a story.
The Gift of a Good Story
I have realized over the last few years that, yes, items are a great tool to give your player. So why not give the players items that will progress the story? The Monty Haul problem is not only a warning but a tool YOU can use. When faced with the gift of abundance, try and turn it into the gift of a good story.
Instead of giving that knife that can cut through anything, I recommend flavoring it with an item that will progress the story. Give the players something that will not only help them, but an item that works within their background.
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Dimension 20 – Fantasy High
One of the best examples that I love and think applies here would be the items given in Dimension 20’s Fantasy High. Fabien Seacaster (played by Lou Wilson) is a character in their Fantasy High campaign.
SMALL SPOILERS FOR FANTASY HIGH
Fabien Seacaster
An underwhelmingly quick background on the character Fabien is that he is trying to live up to his father’s legacy. He is constantly trying to be someone that is not living in the Shadow of his famous father, a wealthy pirate that is known across the lands that no one dares to cross.
As the story continues, Fabien discovers that he isn’t his father. He is Fabien Seacaster, and he must make his own path in life if wants to be remembered as a true “Ultimate Legend”. Everything in his life doesn’t have to be hardcore, sometimes it’s okay to figure out your own style. This leads to Fabien multi-classing as a bard later on in the campaign.
“Toxic masculinity is dead! I dance now!“
-Fabien Seacaster (Fantasy High Freshman Year)
So how does Brennan Lee Mulligan handle this? Does he reward Fabien with bountiful hoards of gold or weapons that can mow down everyone in his path? No! In Fantasy High: Sophmore Year, he is gifted a finely woven elven sheet from his grandfather. This item is not OP, which is the point of the Monty Haul Problem. It is a tool for Fabien to use, but the background of the sheet itself shows the growth of the character. He doesn’t have to go in swinging, but dancing his way elegantly and with grace.
Final Thoughts
Players want to be entertained, not have godly powers. The Monty Haul Problem shows this. We enjoy the items because they have meaning and lore behind it, not just because it is all-powerful.
Not only this, but it gives the DM a way to connect to their players. You are actively working with them to flesh out their character. Giving them items that show you are listening and also interested in their character will make gifting that item so much more exciting.
Years from now, they may not remember that knife that could cut through anything. They may remember more about the confrontations that came from the broken item more than what you actually used the item for. To have your players look back at the game years from now and reminisce on the items you gave them in a good way is the main end goal. The goal of a DM is to create a story for your players, not create a cool story you think is cool.
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Sources:
- Wiki, C. T. D. 2. (n.d.). Lou Wilson. Dimension 20 Wiki. https://dimension20.fandom.com/wiki/Lou_Wilson
- Wiki, C. T. D. 2. (n.d.-a). Emily Axford. Dimension 20 Wiki. https://dimension20.fandom.com/wiki/Emily_Axford
- Wikipedia contributors. (2024l, April 30). Brennan Lee Mulligan. Wikipedia. https://en.wikipedia.org/wiki/Brennan_Lee_Mulligan
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