Treasure
has been designed to ensure that even the most experienced players are
constantly challenged. Simply walking into an adventure and using all
the available firepower to attack opponents will often result in losing
some or all of the adventurers. The following hints and tips have come
out of the playtesting process and are likely to either make the game
quicker to play or to give players' adventurers a greater chance of
surviving:
Constant 'backstabbing' between players, unnecessary cruelty towards opponents and acts of betrayal quickly build a reputation that puts an adventurer at extra risk. Players can choose 'evil' adventurers, but they'd be well-advised to avoid attracting too much attention.
Please don't tie GMs to the actions and options for solo and team play. Doing so limits opportunities for roleplaying and fails to recognise that rules are no substitute for an imaginative GM.
Treasure has a basic campaign setting in terms of a past involving ancient tribes, relics left from that past and a standard set of fantasy units. Feel free to adapt or rewrite this backdrop to suit your players' preferences.
Choose your opponents carefully. Some tribes are significantly easier to combat than others.
Players would be well advised to learn when to run away or fight their way out of a complex. A combination of alarms, damage multipliers and multiple opponents can change circumstances quickly and it may be better to retreat and live to fight another day, rather than risk losing adventurers and, possibly, being unable to revive them.
Disguises, gifts, bribes, and questioning of slaves and prisoners, as well as magic that reveals areas and co-ordinated actions, can help adventurers to avoid detection and pick-off opponents.
Select a full set of spells and gain the linked honour as soon as possible. It's worth doing this when making adventurers, because of the skill that comes with each full set of spells, e.g. Druidic, Wizardry or White Magic.
Sets of spells are one of the quickest ways to gain more honours. Players with five honours gain a valuable shard.
Concentrate attacks on weakened enemies and damage opponents' enchanted items whenever possible. They won't hesitate to do the same to you.
Potions already in a player's possession can be consumed or applied prior to most actions. Using potions for this kind of 'power up' can be very useful up to 3 times/ day by each adventurer, (and their opponents).
Once an adventurer's spellcasting is powerful enough, it's sometimes worth remembering to use the option to target area effects within chambers.
Use magic and adventurers to shield your best spellcasters, so they can gain the bonuses resulting from successfully casting spells and/ or rituals in an unbroken sequence.