Treasure, whether magical or mundane, is detailed in most OSR / Original (A)D&D DM / GM / Ref sections of the rules. In effect, this gives one a shopping list or, even more likely, a classic Chinese Menu to choose from. This certainly simplifies things, but it does lead to repletion, especially after 35 years or so of gaming. How many + 2 Longswords can one expect to find over that time? I suspect the answer is infinite.
This is a large part of the reason my first two OSR projects / products dealt with more unique magic items. I have no problem taking many of the magic items in my campaign off the shelf (or out of the core rules), but it's the ones crafted at the workbench that helps keep the magic "magic" in my opinion.
The same goes for the more mundane treasure - gems, jewelry, coins - get repetitious after a while. Having the party try to successfully recover (and later sell) the fragile porcelain tea set without breakage is a lot more fun (challenging) than the next hoard of coins.
Am I guilty of taking the shortcut of grabbing from the shelf more than I feel I should? Definitely, but I'm trying to go to the shelf less often in the future.
Do you create your own magic items for your campaign? Do you add more unique non magical treasures? Does your group even care one way or the other?
OSR Commentary On SURVIVE THIS!! What Shadows Hide - Cthulhu Sourcebook By Eric Bloat & Josh Palmer For The SURVIVE THIS!! What Shadows Hide - Core Rules' Rpg - It is a mistake to fancy that horror is associated inextricably with darkness, silence, and solitude.H. P. LovecraftSURVIVE THIS!! What Shadows Hide - Cth...
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