Tomlidich the second wrote:
Gelsamel wrote:Why not have people (bandits or the gov't) come after them for the money, or start charging them heaps when they find out they're rich, or anything other than simply taking it away?
It didn't come to mind at the time, and i am fairly new to being a DM
Others may disagree with me, and if you do please voice your opinion. But I feel like "problems" for the GM are really just chances to introduce more interesting aspects to the game. For instance, big bad wizard which you planned an epic fight for got the building exploded on him? A lot of GMs might just punish the players for that, or just rule that it doesn't work somehow or some magic happens and he ressurects so that the fight still plays out. But that feels cheap to the players, they did all this work and the GM just said "No, wrong" and punished them. Instead think about what carelessly exploding a building and killing the Big Bad would do. Maybe the big bad is the only one who knows how to stop the ritual magic from being completed? There could be a whole adventured based around fixing things that they screwed up by bypassing the boss fight. Maybe the building wasn't a lair, but an important building in a major city, maybe the players are now seen as evil terrorists and are wanted by everyone? Maybe they hire their own group of professionals to go after the PCs? Or maybe some adventurers who are out to get vengence against the PCs for the collateral damage they caused?
In the example you gave, taking all the money away solves your problem, but it might not feel that great for the players (although since they didn't do anything special to get it it probably doesn't matter too much).
But lets think of the same situation, except it was the players doing something really clever that the GM didn't think of that got them all the money. Well just magically zipping the money away doesn't add anything to the game. But if you have people go after them... or have them deal with the logistics of storing/transporting all that money... or have them butt up against the government of the area who desperately needs funds to raise an army, then you've added something to the game rather than simply taken away. Furthermore it's all consequential, instead of just inventing a story whole cloth for the players to experience, they've created their own story via their actions.
So I guess my tip is: Always think of a way of adding things to the game rather than taking things away. Everything the players do can be changed into an opportunity for story and conflict by the GM. So, ESPECIALLY when the players get away with something easy, don't straight up punish the players, use it as an opportunity to add some new conflict/story to the game.