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Off Table

I will always advocate discussing these kind of issues with your players outside of the game. Find the reason why your problem player has built his character this way and what his end goal is. That way the two of you could work together towards it.

If it is a case where it is just going to continually disrupt the game, give the player an option of creating a new character and letting the "greedy" one leave the party in a way that makes sense. Maybe even coming back as a villain later proving the evils of greed.

##On Table##

On Table

How are they carting around all this gold? Coins are bulky, make a lovely clinking noise inside a purse, and also a loud rattling noise when kept in backpacks.

Have the party constantly plagued by beggars, shop keeps, religious orders, etc. This won't dissuade them from seeking more of a reward, but smarter ways to carry it. This might mean, from your example above, they may be more willing to accept the heirloom without asking for a coin bonus.

Their greed could then (if it continues) start to have an in-game effect. Divine characters could start receiving attention from other gods. For example a cleric of Bahamut has just used a divine spell:

As the radiant light spreads forth from your holy symbol you notice that it is not the brilliant blue of the Dragon Fathers scales. It is the blood red of Tiamat's corruption and you feel a change within.

Primal characters could start seeing visions of extinction or other such horrific consequences of imbalancing nature due to greed.

You see in your dreams that night a great hunt, you are apart of it. You catch your quarry and it fills you with joy. You kill again, and again, and again. Finally you sit atop a mound of hides and carcasses, rotting in the sun, looking out across the plain for your next kill

Martial, Psionic, and Arcane would be more difficult to take this approach but maybe something specific to their backstory could inspire something. Finally start to change alignments, and have the effects of that trickle in. If that is the approach you go with, prehaps be ready to shift to an evil campaign.

Off Table

I will always advocate discussing these kind of issues with your players outside of the game. Find the reason why your problem player has built his character this way and what his end goal is. That way the two of you could work together towards it.

If it is a case where it is just going to continually disrupt the game, give the player an option of creating a new character and letting the "greedy" one leave the party in a way that makes sense. Maybe even coming back as a villain later proving the evils of greed.

##On Table##

How are they carting around all this gold? Coins are bulky, make a lovely clinking noise inside a purse, and also a loud rattling noise when kept in backpacks.

Have the party constantly plagued by beggars, shop keeps, religious orders, etc. This won't dissuade them from seeking more of a reward, but smarter ways to carry it. This might mean, from your example above, they may be more willing to accept the heirloom without asking for a coin bonus.

Their greed could then (if it continues) start to have an in-game effect. Divine characters could start receiving attention from other gods. For example a cleric of Bahamut has just used a divine spell:

As the radiant light spreads forth from your holy symbol you notice that it is not the brilliant blue of the Dragon Fathers scales. It is the blood red of Tiamat's corruption and you feel a change within.

Primal characters could start seeing visions of extinction or other such horrific consequences of imbalancing nature due to greed.

You see in your dreams that night a great hunt, you are apart of it. You catch your quarry and it fills you with joy. You kill again, and again, and again. Finally you sit atop a mound of hides and carcasses, rotting in the sun, looking out across the plain for your next kill

Martial, Psionic, and Arcane would be more difficult to take this approach but maybe something specific to their backstory could inspire something. Finally start to change alignments, and have the effects of that trickle in. If that is the approach you go with, prehaps be ready to shift to an evil campaign.

Off Table

I will always advocate discussing these kind of issues with your players outside of the game. Find the reason why your problem player has built his character this way and what his end goal is. That way the two of you could work together towards it.

If it is a case where it is just going to continually disrupt the game, give the player an option of creating a new character and letting the "greedy" one leave the party in a way that makes sense. Maybe even coming back as a villain later proving the evils of greed.

On Table

How are they carting around all this gold? Coins are bulky, make a lovely clinking noise inside a purse, and also a loud rattling noise when kept in backpacks.

Have the party constantly plagued by beggars, shop keeps, religious orders, etc. This won't dissuade them from seeking more of a reward, but smarter ways to carry it. This might mean, from your example above, they may be more willing to accept the heirloom without asking for a coin bonus.

Their greed could then (if it continues) start to have an in-game effect. Divine characters could start receiving attention from other gods. For example a cleric of Bahamut has just used a divine spell:

As the radiant light spreads forth from your holy symbol you notice that it is not the brilliant blue of the Dragon Fathers scales. It is the blood red of Tiamat's corruption and you feel a change within.

Primal characters could start seeing visions of extinction or other such horrific consequences of imbalancing nature due to greed.

You see in your dreams that night a great hunt, you are apart of it. You catch your quarry and it fills you with joy. You kill again, and again, and again. Finally you sit atop a mound of hides and carcasses, rotting in the sun, looking out across the plain for your next kill

Martial, Psionic, and Arcane would be more difficult to take this approach but maybe something specific to their backstory could inspire something. Finally start to change alignments, and have the effects of that trickle in. If that is the approach you go with, prehaps be ready to shift to an evil campaign.

Off Table

I will always advocate discussing these kind of issues with your players outside of the game. Find the reason why your problem player has built his character this way and what his end goal is. That way the two of you could work together towards it.

If it is a case where it is just going to continually disrupt the game, give the player an option of creating a new character and letting the "greedy" one leave the party in a way that makes sense. Maybe even coming back as a villain later proving the evils of greed.

##On Table##

How are they carting around all this gold? Coins are bulky, and make a lovely clinking noise inside a purse, and also a loud rattling noise when kept in backpacks.

Have the party constantly plagued by beggars, shop keeps, religious orders, etc. This won't dissuade them from seeking more of a reward, but smarter ways to carry it. This might mean, from your example above, they may be more willing to accept the heirloom without asking for a coin bonus.

Their greed could then if(if it continues) start to have an in-game effect. Divine characters could start receiving attention from other gods. For example a cleric of Bahamut has just used a divine spell:

As the radiant light spreads forth from your holy symbol you notice that it is not the brilliant blue of the Dragon Fathers scales. It is the blood red of Tiamat's corruption and you feel a change within.

Primal characters could start seeing visions of extinction or other such horrific consequences of imbalancing nature due to greed.

You see in your dreams that night a great hunt, you are apart of it. You catch your quarry and it fills you with joy. You kill again, and again, and again. Finally you sit atop a mound of hides and carcasses, rotting in the sun, looking out across the plain for your next kill

Martial, Psionic, and Arcane would be more difficult to take this approach but maybe something specific to their backstory could inspire something. Finally start to change alignments, and have the effects of that trickle in. If that is the approach you go with, prehaps be ready to shift to an evil campaign.

Off Table

I will always advocate discussing these kind of issues with your players outside of the game. Find the reason why your problem player has built his character this way and what his end goal is. That way the two of you could work together towards it.

If it is a case where it is just going to continually disrupt the game, give the player an option of creating a new character and letting the "greedy" one the party in a way that makes sense. Maybe even coming back as a villain later proving the evils of greed.

##On Table##

How are they carting around all this gold? Coins are bulky, and make a lovely clinking noise inside a purse and also a loud rattling noise when kept in backpacks.

Have the party constantly plagued by beggars, shop keeps, religious orders, etc. This won't dissuade them from seeking more of a reward, but smarter ways to carry it. This might mean, from your example above, they may be more willing to accept the heirloom without asking for a coin bonus.

Their greed could then if it continues start to have an in-game effect. Divine characters could start receiving attention from other gods. For example a cleric of Bahamut has just used a divine spell:

As the radiant light spreads forth from your holy symbol you notice that it is not the brilliant blue of the Dragon Fathers scales. It is the blood red of Tiamat's corruption and you feel a change within.

Primal characters could start seeing visions of extinction or other such horrific consequences of imbalancing nature due to greed.

You see in your dreams that night a great hunt, you are apart of it. You catch your quarry and it fills you with joy. You kill again, and again, and again. Finally you sit atop a mound of hides and carcasses, rotting in the sun, looking out across the plain for your next kill

Martial, Psionic, and Arcane would be more difficult to take this approach but maybe something specific to their backstory could inspire something. Finally start to change alignments, and have the effects of that trickle in. If that is the approach you go with, prehaps be ready to shift to an evil campaign.

Off Table

I will always advocate discussing these kind of issues with your players outside of the game. Find the reason why your problem player has built his character this way and what his end goal is. That way the two of you could work together towards it.

If it is a case where it is just going to continually disrupt the game, give the player an option of creating a new character and letting the "greedy" one leave the party in a way that makes sense. Maybe even coming back as a villain later proving the evils of greed.

##On Table##

How are they carting around all this gold? Coins are bulky, make a lovely clinking noise inside a purse, and also a loud rattling noise when kept in backpacks.

Have the party constantly plagued by beggars, shop keeps, religious orders, etc. This won't dissuade them from seeking more of a reward, but smarter ways to carry it. This might mean, from your example above, they may be more willing to accept the heirloom without asking for a coin bonus.

Their greed could then (if it continues) start to have an in-game effect. Divine characters could start receiving attention from other gods. For example a cleric of Bahamut has just used a divine spell:

As the radiant light spreads forth from your holy symbol you notice that it is not the brilliant blue of the Dragon Fathers scales. It is the blood red of Tiamat's corruption and you feel a change within.

Primal characters could start seeing visions of extinction or other such horrific consequences of imbalancing nature due to greed.

You see in your dreams that night a great hunt, you are apart of it. You catch your quarry and it fills you with joy. You kill again, and again, and again. Finally you sit atop a mound of hides and carcasses, rotting in the sun, looking out across the plain for your next kill

Martial, Psionic, and Arcane would be more difficult to take this approach but maybe something specific to their backstory could inspire something. Finally start to change alignments, and have the effects of that trickle in. If that is the approach you go with, prehaps be ready to shift to an evil campaign.

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Kalcipher23
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Off Table

I will always advocate discussing these kind of issues with your players outside of the game. Find the reason why your problem player has built his character this way and what his end goal is. That way the two of you could work together towards it.

If it is a case where it is just going to continually disrupt the game, give the player an option of creating a new character and letting the "greedy" one the party in a way that makes sense. Maybe even coming back as a villain later proving the evils of greed.

##On Table##

How are they carting around all this gold? Coins are bulky, and make a lovely clinking noise inside a purse and also a loud rattling noise when kept in backpacks.

Have the party constantly plagued by beggars, shop keeps, religious orders, etc. This won't dissuade them from seeking more of a reward, but smarter ways to carry it. This might mean, from your example above, they may be more willing to accept the heirloom without asking for a coin bonus.

Their greed could then if it continues start to have an in-game effect. Divine characters could start receiving attention from other gods. For example a cleric of Bahamut has just used a divine spell:

As the radiant light spreads forth from your holy symbol you notice that it is not the brilliant blue of the Dragon Fathers scales. It is the blood red of Tiamat's corruption and you feel a change within.

Primal characters could start seeing visions of extinction or other such horrific consequences of imbalancing nature due to greed.

You see in your dreams that night a great hunt, you are apart of it. You catch your quarry and it fills you with joy. You kill again, and again, and again. Finally you sit atop a mound of hides and carcasses, rotting in the sun, looking out across the plain for your next kill

Martial, Psionic, and Arcane would be more difficult to take this approach but maybe something specific to their backstory could inspire something. Finally start to change alignments, and have the effects of that trickle in. If that is the approach you go with, prehaps be ready to shift to an evil campaign.