Playing With / Monty Haul

Basic Trope: An RPG campaign where the Game Master is overly generous in giving out treasure/magic items/experience points/whatever.
  • Straight: Our intrepid Heroes discover the Million Dollar Dungeon, which is riddled with gold, jewels, and other valuable things.
  • Exaggerated: The Googolplex Dollar Dungeon contains more treasure than all of the inhabitants of the game's world have ever seen in their entire lives combined. Even its walls are made of diamonds.
  • Downplayed: The Thousand Dollar Dungeon is filled with good items and money. It also has equally deadly bandits lurking around, forcing the party to work to get the treasure.
  • Justified: The entire premise of this adventure is the players are on a Game Show.
  • Inverted: The players start with an obscene amount of money, and must spend every last cent in order to win.
  • Subverted: The players are told their adventure takes place in the Million Dollar Dungeon, which later turns out to be a Death Trap.
  • Double Subverted: The Heroes escape the Death Trap, and find their Million Dollar Reward waiting for them in the next room.
  • Parodied: After one trip through the Million Dollar Dungeon, our heroes emerge with Physical God level power and more money than Bill Gates.
  • Zig Zagged: Some dungeons have tons of treasure. Others barely have anything.
  • Averted: The Game Master hands out treasure and experience points at a reasonable rate.
  • Enforced: "The players wouldn't feel rewarded without ridiculous wealth explosion so this is necessary to keep them at the table".
  • Lampshaded: "Y'know, for all the loot we've been getting, you'd think this was some kind of bad game show."
  • Invoked: "It's the players' first game, and I want it to be awesome. I'll run 'em through the Million Dollar Dungeon, and watch 'em let loose."
  • Exploited: The king of Troperia has his tax collectors stationed right by the dungeon's exit, to get their cut of the goodies from any adventurers who survive.
  • Defied: The players ask for a house rule to increase the amount of loot they get at each dungeon or encounter. The DM's response is basically "Lo L No."
  • Discussed: "By the time we get out of here, we'll be able to buy and sell the King!"
  • Conversed: "Y'know, those dungeons that hold more wealth than most kingdoms?" "I'd totally like to crawl one."
  • Deconstructed: After the Million Dollar Dungeon is built, the Dungeon Builder realizes just what someone could become if they powered through his maze. He also realizes that seeding the dungeon with that much wealth has bankrupted him so he removes it all and keeps it for himself.
  • Reconstructed:
    • Later, when the Dungeon Builder is old and about to die, he re-builds the Million Dollar Dungeon, and keeps its location top-secret. He leaves the co-ordinates of the entrance to his son in his will. He hopes that in addition to collecting the estate, his son will develop some character while fighting his way through the caverns.
    • The Dungeon Builder offers numerous rewards to the players as they progress. However, the choices he poses for the players are hard, as are the dungeons themselves. The heroes must choose each of their rewards wisely to survive the Dungeon Builder's difficult dungeons, and become fabulously wealthy afterward
  • Played For Laughs: While in the Million Dollar Dungeon, an Exposition Fairy follows them around, and talks like a smarmy Game Show Host.
  • Played For Drama: The heroes have some large debt to pay from a previous adventure, and they need a large take to avoid getting thrown in Debtor's Prison.

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