Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Coinage in your Games?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ydars" data-source="post: 4650857" data-attributes="member: 62992"><p>I once used different coins for each realm as an integral part of the stories I used to tell. Haven't for a while, but that is just because I haven't tried to tell that type of story for a while. Varied coinage for its own sake is pointless; if it has no effect on a story, then why have it?</p><p> </p><p>For example, in one game, actually using heavily house-ruled Palladium, the land the PCs had to enter, had a hatred of foreigners because of their lack of "proper religion". One instrument of state control was through money-changing; you had to get the coin you wanted to spend in this realm at a island outside the realm and once you had spent it all, you had to leave. Coin from outsiders was worthless and money-changing within the realm was illegal. This lead to some interesting side-treks where the PCs were forced to deal with some very dubious characters to get more coin.</p><p> </p><p>Later, one of the sub-realms of this religious country tried to cede from the parent nation because of the unfair exchange rates the authorities were charging outsiders, effectively making their goods much more expensive (to try and crush all trade with the outside world). This was done as a punishment, because of a religious schism, and in the end lead to a civil war that was a major backdrop to the campaign.</p><p> </p><p>A second example is the use of different types of coin to enforce taxes. In the old days of BECMI, I used the fact that coin dragged out of dungeons was usually minted centuries ago, as a way of rulers keeping on top of PCs paying taxes; any obviously ancient coins were counted and the ruler demanded 10% of all plundered gold. This would annoy the PCs but we had great fun when they decided to smuggle the gold home, melt it down and recast it into ingots. There was then the fun of forging dies to make counterfeit coins (though they were actually of greater value than the real currency because the players didn't know how much the ruler had adulterated the metal in his coins).</p><p> </p><p>Having said this, coinage is just one of the many tiny elements I have used to build up a sense of vermisilitude in various games; it is never a major thing that I make any point about, just something in the background that can be used to thwart PCs who try to avoid the checks and balances of the game and to give them something apart from killing things, to worry about and to generate microstories from.</p></blockquote><p></p>
[QUOTE="Ydars, post: 4650857, member: 62992"] I once used different coins for each realm as an integral part of the stories I used to tell. Haven't for a while, but that is just because I haven't tried to tell that type of story for a while. Varied coinage for its own sake is pointless; if it has no effect on a story, then why have it? For example, in one game, actually using heavily house-ruled Palladium, the land the PCs had to enter, had a hatred of foreigners because of their lack of "proper religion". One instrument of state control was through money-changing; you had to get the coin you wanted to spend in this realm at a island outside the realm and once you had spent it all, you had to leave. Coin from outsiders was worthless and money-changing within the realm was illegal. This lead to some interesting side-treks where the PCs were forced to deal with some very dubious characters to get more coin. Later, one of the sub-realms of this religious country tried to cede from the parent nation because of the unfair exchange rates the authorities were charging outsiders, effectively making their goods much more expensive (to try and crush all trade with the outside world). This was done as a punishment, because of a religious schism, and in the end lead to a civil war that was a major backdrop to the campaign. A second example is the use of different types of coin to enforce taxes. In the old days of BECMI, I used the fact that coin dragged out of dungeons was usually minted centuries ago, as a way of rulers keeping on top of PCs paying taxes; any obviously ancient coins were counted and the ruler demanded 10% of all plundered gold. This would annoy the PCs but we had great fun when they decided to smuggle the gold home, melt it down and recast it into ingots. There was then the fun of forging dies to make counterfeit coins (though they were actually of greater value than the real currency because the players didn't know how much the ruler had adulterated the metal in his coins). Having said this, coinage is just one of the many tiny elements I have used to build up a sense of vermisilitude in various games; it is never a major thing that I make any point about, just something in the background that can be used to thwart PCs who try to avoid the checks and balances of the game and to give them something apart from killing things, to worry about and to generate microstories from. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Coinage in your Games?
Top