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Excerpt: Economies [merged]
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<blockquote data-quote="Cadfan" data-source="post: 4220401" data-attributes="member: 40961"><p>You wouldn't know that was going on. You'd know that plot appropriate enemies challenged the PCs in various ways over time, and that for similar plot appropriate reasons, these enemies weren't all that wealthy. If I felt that the loot level was dropping so low that the PCs would start grumbling, I'd compensate with non loot rewards, like favors owed or non saleable assets like titles.</p><p></p><p>Look, there's a basic problem here, and it has to be solved.</p><p></p><p>Imagine the PCs, happily at level 9. They've just finished a major adventure, and they've upgraded much of their gear. Now they have extra gear they don't want, plus some new gear they can't use.</p><p></p><p>There are two ways this could go.</p><p></p><p>They could sell it for a low price, right now. If they do that, they'll get back 20% of the value of what they sold. Then they go back to adventuring, and the game's balance stays where its calibrated to be.</p><p></p><p>Alternately, they decide they want to find buyers themselves, and sell these items for full cost or near full cost. Lets say they do this. I as DM have a challenge. I need the PCs to have gear that's about level appropriate. I need the players to feel that their quest to sell their stuff was fun, and with effort, successful.</p><p></p><p>If I let them sell things for full value without any other intervention, I have a problem. The PCs will have more money than their level suggests, which they'll use to obtain more powerful equipment than their level suggests. My campaign enters a wealth acquisition spiral.</p><p></p><p>So how can I intervene?</p><p></p><p>Well, the easiest way is to make selling the items into a sort of quest on its own, where success in the quest is <em>success in selling the items.</em> So they finish this quest, maybe level up to level 10, and now they've got all the gear they had at 9th level plus a bunch of gold. Conveniently, enough gold that they can buy gear appropriate for 10th level.</p><p></p><p>And I make up the difference by adjusting the gear owned by the foes they encounter.</p><p></p><p>Everyone wins.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4220401, member: 40961"] You wouldn't know that was going on. You'd know that plot appropriate enemies challenged the PCs in various ways over time, and that for similar plot appropriate reasons, these enemies weren't all that wealthy. If I felt that the loot level was dropping so low that the PCs would start grumbling, I'd compensate with non loot rewards, like favors owed or non saleable assets like titles. Look, there's a basic problem here, and it has to be solved. Imagine the PCs, happily at level 9. They've just finished a major adventure, and they've upgraded much of their gear. Now they have extra gear they don't want, plus some new gear they can't use. There are two ways this could go. They could sell it for a low price, right now. If they do that, they'll get back 20% of the value of what they sold. Then they go back to adventuring, and the game's balance stays where its calibrated to be. Alternately, they decide they want to find buyers themselves, and sell these items for full cost or near full cost. Lets say they do this. I as DM have a challenge. I need the PCs to have gear that's about level appropriate. I need the players to feel that their quest to sell their stuff was fun, and with effort, successful. If I let them sell things for full value without any other intervention, I have a problem. The PCs will have more money than their level suggests, which they'll use to obtain more powerful equipment than their level suggests. My campaign enters a wealth acquisition spiral. So how can I intervene? Well, the easiest way is to make selling the items into a sort of quest on its own, where success in the quest is [I]success in selling the items.[/I] So they finish this quest, maybe level up to level 10, and now they've got all the gear they had at 9th level plus a bunch of gold. Conveniently, enough gold that they can buy gear appropriate for 10th level. And I make up the difference by adjusting the gear owned by the foes they encounter. Everyone wins. [/QUOTE]
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