Doing away with money in RPGs

Shortymonster

First Post
There are some games out there that make great use of shopping in game to promote a stylistic feel. CP 2020 does this brilliantly, being all about style over substance, but in most other games, i can really do without worrying about each individual coin and where my next drink is coming from. When designing a game then, I thought I'd try and figure out a way of working around money as much as possible, so I have instead come up with a system based on bargaining for things from a position where you will make the most use of on object. Not quite a barter system, as that comes with problems of its own, but I thought it could be worth trying.

Full details can be found here, but I want to know if anyone else is happier doing away with the book keeping and coin counting as much as I am, and if there have been any other solutions that you've seen work? I've seen a couple of attempts, but most have involved book keeping ina different way, and only marginally reduced the tie spent worrying about such things.
 

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If you can, take a look at the RPG Swordbearer from FGU. It has a pretty decent no-tracking-money subsystem.

d20 Modern tried it as well, but there are structural weak
 

Burning Wheel has a Resources stat. It advances like a skill, but if you fail a resources test (buying something or maintaining lifestyle) you get taxed which lowers your dice until you can recover it. You can be taxed to poverty. The game actually make it pretty easy to stay in a loop of being at 0 then climbing up to 1 or 2 and failing to go back to being flat broke. It is supposed to reflect how hard it is to get out of poverty in the era.
 

I like the idea o that, but I'm trying to keep the tat line simple, and even cut down on the number of skills, hence wanting to make it work with a skill that alreay exists - Bargain - but I have plenty time to play test ideas out, so lets give it a shot and see what happens!
 

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