Back on topic: I would run a freaking AMAZING pirate game with a treasure chest at the end and it would be incredible and people would talk about it for years. Yo ho ho.
I'd play that mod because it sounds like a blast, but without any expectation of loot by the time it got down to the low-level characters getting paid out.I am enamored of field trip events. If someone gave me the imperative to write a weekend in which the monsters do not drop loot, I would send the players on a Fantastical Piratical Adventure through Time and Space, and have their reward be to literally dig up a fat treasure chest full of goodies.
Although I trust my players to not be dillholes about divvying up said fat chest's contents, I would likely be running the event with a benny NPC who would take charge of the treasure distribution for the sake of the people who would fear dishonesty.
Why not just put out treasure that makes sense? On spiders, put out tags that can be used in lieu of coin for alchemy production: "ichor, may be used as 5cp for alchemy production" or some such."I'd love to have treasure always make sense, but whenever we have tried that, we get complaints. Not from everyone, of course, but from enough that it just wasn't worth not giving that spider a silver piece.
JP, in all seriousness, that is a great idea. The problem is that it is a logistical nightmare.Why not just put out treasure that makes sense? On spiders, put out tags that can be used in lieu of coin for alchemy production: "ichor, may be used as 5cp for alchemy production" or some such.