These next posts are dedicated to all those great, silly,
misinterpreted 'monty haul' adventures we played back in the day. I'm including
seven of the more famous magic artifacts. These tossed 'game balance' out the
window, and provided something of a wish fulfillment for the players (ex. Like
wielding a magic sword that mimics the power of a light-saber).
I suppose there are two types of "Monty Haul" adventures. 1). The PCs get an exorbitant amount of gold pieces and magic items. 2). The PCs get an artifact that possesses 22 powers and abilities (thus, magically 'over-hauling' the rules of the game). We were guilty of both types, but at the time, it was great fun for us (not so much for Jeff, James, and Paul - my rotating DM's at the time).
I suppose there are two types of "Monty Haul" adventures. 1). The PCs get an exorbitant amount of gold pieces and magic items. 2). The PCs get an artifact that possesses 22 powers and abilities (thus, magically 'over-hauling' the rules of the game). We were guilty of both types, but at the time, it was great fun for us (not so much for Jeff, James, and Paul - my rotating DM's at the time).
Embracing Advanced D+D didn't come easy at first. We fell into the typical trap: "Monty Hauling" (i.e. "splurging") on magic weapons and killing ancient dragons with millions in gold pieces for experience points. Over time, we eventually settled into something that resembled a RPG.
When our old DM, Jeff Berkley*, took away Tom’s Armor
of the Cosmos, we knew our Monty Hauling days were numbered, which
not only worked up a new love for the game, but also helped us to uncover the
game's strange little details (ex. Everything has limitations). And when we started reading the
letter's section, Sage Advice, (thank you Skip Williams), and the "how
to" articles by Gary Gygax and the rest, in Dragon magazines, we started
to get a good idea of the "game mechanics", which gave us innovated
ways to tweak the rules.
For instance, before entering the dark cavern, we'd cast a light
spell on an object (a cup or bowl), then throw said object into the center of
the room, to see what waited for us, in the darkness. Or we'd send the thief to
scout ahead, imbued with clairaudience, and potions of invisibility (to sneak
around), spider climb (to remain hidden) and a cure moderate wound and strength
(for the trek back). Sure, it’s “dungeon crawl 101” now, but back then, it was
the wisdom of game designing masters (at a time when “game theory” was hardly
considered “main stream”. In fact, in some circles, it was ‘Un-American’).
It
was one of the many pitfalls you faced when you told people to use their
imagination. So, enjoy this trip with me down the magical laden lands of Monty
Haul Adventures.
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