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.
Showing posts with label Training. Show all posts
Showing posts with label Training. Show all posts
Monday, January 30, 2012
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)
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)
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