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D20 Wealth bonus in The Great Depression
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<blockquote data-quote="SiderisAnon" data-source="post: 5149061" data-attributes="member: 44949"><p>I find that players seem to take money more seriously and also enjoy the money aspect of the game more when there are quantifiable numbers. I've known only a few players over the years who really liked the abstract monetary systems. (I know when I played in a game with it, I always felt like what we could buy or not buy was down to DM fiat more than anything.)</p><p></p><p>Since you want to start the PCs out in one of the Hoovervilles and give them chances at working their way up, I would say that counting money is important. Rather than spending exp to increase their wealth, it's all about their hard work or smart ideas. It also gives you the moral situation of do they take the wallet from the bad guy they just defeated (whether that's a mob boss, a mugger, or some alien creature the Nazis have employed). </p><p></p><p>Make sure the players get a good look at the price list and pay scales. I'd suggest making up a "shopping list" of a dozen or so everyday items and their prices so that people can get an idea of what money really means. It helps transition to a situation where $1,000 may be most of a year's pay.</p></blockquote><p></p>
[QUOTE="SiderisAnon, post: 5149061, member: 44949"] I find that players seem to take money more seriously and also enjoy the money aspect of the game more when there are quantifiable numbers. I've known only a few players over the years who really liked the abstract monetary systems. (I know when I played in a game with it, I always felt like what we could buy or not buy was down to DM fiat more than anything.) Since you want to start the PCs out in one of the Hoovervilles and give them chances at working their way up, I would say that counting money is important. Rather than spending exp to increase their wealth, it's all about their hard work or smart ideas. It also gives you the moral situation of do they take the wallet from the bad guy they just defeated (whether that's a mob boss, a mugger, or some alien creature the Nazis have employed). Make sure the players get a good look at the price list and pay scales. I'd suggest making up a "shopping list" of a dozen or so everyday items and their prices so that people can get an idea of what money really means. It helps transition to a situation where $1,000 may be most of a year's pay. [/QUOTE]
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