Showing posts with label Money. Show all posts
Showing posts with label Money. Show all posts

Monday, January 30, 2012

A new take of the gold economy

As all of you probably know, the economy in most fantasy worlds i a bit wonky. No, really! What I mean is that even though there are more precious metals than just gold, all the prices are in gold and it is what everything is compared to.

Those who like to get away from the gold inflation usually turn to a silver standard instead. But, I think this just postpones the problem. After a bit longer you will once again find that rich enough adventurers just ignore those piles of silver and copper and whatnot. Weight compared to value is not good enough.

I remember when I played D&D 4, that I felt that when we got the spoils in gold, it was always a bit of a let down. Somehow the sword and sorcery trained mind of me wanted heaps of gold and fistfuls of jewels, to be squandered on wine and women until the next adventure, of course.

Could you maybe have both?

How about you bring back the rule that gaining a level takes training? I mean the kind you have to pay for. In gold.

So what? Well, bear with me. Imagine a silver standard. Now, imagine the idea that nobody do silver for gold exchange.

Why? Well. I haven't figured that out yet. But, imagine you finding a chest filled with thousands of silvers. Back in town you repair your armour (you do use the rules for ablative armour, don't you?) and throw a feast for everyone in the tavern. Fun is had by everyone. Next time you go on adventuring you are broke, but manage to find a few ancient coins in gold. Now you can actually train and use those XP you have gotten on your last three hauls bringing up thousands of silvers, spent on carousing (you do use Jeff Rients carousing table, don't you?).

If you figure out a in world rationale for the set up above, let me know. I like the idea, though.

Tuesday, June 8, 2010

The minutiae of gaming - training costs

In my latest post I talked about keeping track of the small stuff. Thinking on how I could have used taxes, fees and encumbrance made me remember my 3rd ed. D&D campaign.

That campaign was strongly influenced by the "Third editions rules, first edition feel" that was the motto of Necromancer Games. Some of that broke down when treasure entered the equation. I did use encumbrance rules and while they didn't stop any of my players, it at least slowed them down.

One oddity which was rampant when the campaign finally ended, was that gold no longer was worth it's weight in gold! Yeah, I know how absurd that sounds.

My players had realized that money was worthless unless you could use it to buy magic items, so unless it was gold in the thousands it was not worth picking up. You could probably make a case against selling and buying magic items from that, but I thought about something else in relation to my last blog post.

If encumbrance means so little when you have Handy Haversack and Bags of Holding, would exchange fees and taxes do much either? Basically, why bother?

To bring this together with my experiences of another game with checks and balances regarding money, I will relate this to my Megadungeon campaign in Tunnels & Trolls. In that campaign you didn't get xp for gold. That used to be in an older edition, but it was taken out due to the Monte Haul effect (so Ken St Andre told me). You did have to pay for magical training, though.

After having played a bit, there were not much incentive any longer to go adventuring in order to buy stuff. When you have the best armour there is, and the best weapon you can use you have to look further.This campaign did not break down due to two things. I was blessed with very good players who took upon themselves to create bigger and greater goals, like starting a tavern and a university. Almost like the old D&D rules for starting to build a stronghold. The second thing was that higher level spells still cost and arm and a leg to pay for training.

The lesson of this is that even if you don't use a rule like xp for gold, it's still a good idea to use training costs.

(edit: fixed a broken link)

Monday, June 7, 2010

The minutiae of gaming - money changing

I listen to a few gaming podcasts, and I will write about those another time. Now I wanted to talk about something that they spoke about on RFI issue 15, namely  money changing fees.

Why haven't I used money changing fees? Imagine delvers coming back from the dungeon, and their packs are filled with gold minted during bygone eras. If you want to compare the classic fantasy gaming era with the middle ages of earth history, money was often used by weight. Not always were the minted coin worth anything because of the emperor whose face was stamped into the metal, but the metal itself. If you care about "realism" then somebody with scales who will give you some usable change or be able to buy some old coins for their true value would be a natural part of the campaign. Also, the existence of money changing fees are in the AD&D DMG, which is reason enough for some people.

So. Why haven't I bothered with things like that?

Twenty years ago, I would have said that interacting with merchants, money changers and such people was roleplaying. Back in those days we had endless swaths of free time and equipping for adventure could easily take a session. We engaged in interaction with every facet of the imaginary world. Now when I think of money changing fees and encumbrance I just sigh.

The thing is I could easily see the value of these kinds of things in the game world. Encumbrance is another resource management, and paying fees and taxes are reasons for players to get inventive. But, is it still worth it when sessions are shorter and far and few between?

Saturday, January 30, 2010

Ways to spend money in a T&T game

I have been thinking about money, experience and T&T a long time. Long time reader of my blog knows that I really like the xp for gold rule in old D&D. I idea behind it is good, and I have been wanting to try it for T&T a while now. Ken St. Andre used that rule for T&T in earlier editions, but decided to skip it when it became clear that it caused problems with Monty Haul campaigns. With the provision that you have to spend the gold to exchange it for Adventure Points I think that problem can be avoided. Worth testing, I think.

When I refereed a weekly campaign of 7th ed T&T it became clear quite quickly that after a few delves to the megadungeon everyone had the best armour and weapon they could wield. If you take a look at the price list in the T&T, you find that most of the gear is affordable. The only thing that costs a lot is buying new spells. My players pooled their resources and bought a few key spells like Whammy, Omnipotent Eye and Poor Baby. I will talk about Dura-Spell Battery some other day. But, having bought those they had what they needed and once again had an a lot of loose cash.

Some might say it's a very GM centred problem to have to much gold in a campaign. While it's true to some extent I think I was fairly restrictive and when the characters did hit upon a hoard it was fun and not Monty Haul. They fought for it.

What can you spend your hard earned gold on then? Well, I guess you can buy magic items, but I like to think they feel more interesting if they are found in a dark dungeon than made to order in a craftman's shop. I did let my players buy some items, and I probably should have but more magic treasure in the game instead. But, I like to think that some of the items they did find felt interesting and wondrous enough.

But today I read something about ablative armour, again. For those who don't know, protective gear used to be worn down in earlier editions. I kind of dislike the idea of book keeping reduced hits on armour, but Dan in the post linked above gave me a new reason to reconsider it. He mentions having to spend money on repairing your gear once now and then when they take punishment from action. That is a very interesting way to part the characters from some money! I had never thought of it from that standpoint before. Worth considering, I guess.
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