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What's the point of gold?
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<blockquote data-quote="5ekyu" data-source="post: 7519922" data-attributes="member: 6919838"><p>Re the "sake of argument" aristocrat, in one of my games, a character living an aristocratic lifestyle would have drawn certain kinds of attention and been approached with opportunities. In fact, akin to your note, a nearby prince would almost certainly have had agents inform him of new aristocrat in town and opportunities for contact occur.</p><p></p><p>I think the focus of what does it do for me once we start a fight is part of some of the disconnects as some GMs/players dont wait til the action for the benefits to begin.</p><p></p><p>The way I see it - "I spend on aristocrat finery" is as relevant as "I research magical lore" or "I case the area for places to rob" in that these are all the players driving the direction of play and the nature of the hooks and flavor of the opportunities - even if it's not sandbox. </p><p></p><p>To me, if you look at most non-sandbox adventure paths, modules, campaigns etc, you see sections on "how to hook your party" and a variriety of not totally generic and devoid of flavor hooks.</p><p></p><p>But choices like the above are the players telling you hooks they would like you to use - so why choose to not use them? </p><p></p><p>One can think of gold spends from a non-sandbox perspective as the characters spending gold to buy hooks of a flavor they prefer.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7519922, member: 6919838"] Re the "sake of argument" aristocrat, in one of my games, a character living an aristocratic lifestyle would have drawn certain kinds of attention and been approached with opportunities. In fact, akin to your note, a nearby prince would almost certainly have had agents inform him of new aristocrat in town and opportunities for contact occur. I think the focus of what does it do for me once we start a fight is part of some of the disconnects as some GMs/players dont wait til the action for the benefits to begin. The way I see it - "I spend on aristocrat finery" is as relevant as "I research magical lore" or "I case the area for places to rob" in that these are all the players driving the direction of play and the nature of the hooks and flavor of the opportunities - even if it's not sandbox. To me, if you look at most non-sandbox adventure paths, modules, campaigns etc, you see sections on "how to hook your party" and a variriety of not totally generic and devoid of flavor hooks. But choices like the above are the players telling you hooks they would like you to use - so why choose to not use them? One can think of gold spends from a non-sandbox perspective as the characters spending gold to buy hooks of a flavor they prefer. [/QUOTE]
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