Ktulu
First Post
Forked from: Coinage in your Games?
Forked due to Mark's question:
I used to run games where I'd try to have different coin values and names in different countries. Often, out of mistake or apathy, I'd just grant money in "unmarked" coin due to bad tracking.
The shift came about after playing the Sorcerer RPG, where they talked about how little money is actually ever mentioned in novels. It's barely an issue in any fantasy story.
We decided to try out this more story method. Since I never really allowed magic item purchases in game, this was already a nice benefit.
The players could start with any gear based on the "percieved" wealth of that level, but otherwise were considered to have "as much money as they deemed necessary for their character". If you're an adventurer, you have enough money to get basic lodgings and food, or general gear when you enter a town.
Ammunition, Food, and other supplies essentially don't run out. Provided you enter another town/village within a given week, you're always stocked well enough.
It reduces micromanagement of gear quite extensively. The backdraw is you lose a decent reward system. I can't really reward with money, nor do the heroes really have to worry about running out of arrows, rations, and what have you.
The upside is rewards are more story-based without dangers (titles, magic items, and such) of granting someone too much coinage.
I'm often conflicted on this, and haven't really ever figured out which method I prefer. If I truly had the time to track gear and money, encumberance, and starvation, I'd probably do so, as it does add an element to the game. But, since I'm strapped for time during planning and playing, it's hard to keep track of the data along with worrying about whether or not the players are doing so, as well.
Mark said:How else does minimizing the use of coinage play a part in your (or anyone's) game?
Forked due to Mark's question:
I used to run games where I'd try to have different coin values and names in different countries. Often, out of mistake or apathy, I'd just grant money in "unmarked" coin due to bad tracking.
The shift came about after playing the Sorcerer RPG, where they talked about how little money is actually ever mentioned in novels. It's barely an issue in any fantasy story.
We decided to try out this more story method. Since I never really allowed magic item purchases in game, this was already a nice benefit.
The players could start with any gear based on the "percieved" wealth of that level, but otherwise were considered to have "as much money as they deemed necessary for their character". If you're an adventurer, you have enough money to get basic lodgings and food, or general gear when you enter a town.
Ammunition, Food, and other supplies essentially don't run out. Provided you enter another town/village within a given week, you're always stocked well enough.
It reduces micromanagement of gear quite extensively. The backdraw is you lose a decent reward system. I can't really reward with money, nor do the heroes really have to worry about running out of arrows, rations, and what have you.
The upside is rewards are more story-based without dangers (titles, magic items, and such) of granting someone too much coinage.
I'm often conflicted on this, and haven't really ever figured out which method I prefer. If I truly had the time to track gear and money, encumberance, and starvation, I'd probably do so, as it does add an element to the game. But, since I'm strapped for time during planning and playing, it's hard to keep track of the data along with worrying about whether or not the players are doing so, as well.