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freak'in wealth system
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<blockquote data-quote="Morgenstern" data-source="post: 1779461" data-attributes="member: 5485"><p>My concern with the system is that it would appear the defense offered for such quirks in the system is "yes, the character <em>can</em> do such a strange and seemingly nonsensical thing, but it's not <em>important</em>." Or that since the system <em>is</em> so abstract, ultimately the GM is entitled to handwave the quirks away. Such things tend to catch my eye, because I enjoy Murphy's Rules and similar analysis of my and my colleges' work.</p><p></p><p>Taxes and money laundering costs were brough up as a occuring completely automatically. It just seemed that there is no fuss - and so there is no choice either on the part of the players. The abstractions occur automatically *handwaving*. It's probably a function of the movies I watch, but when a couple of guys find a suitcase full of money, dealing with it IS the plot. More of a "What the *&^%*&$ are we gonna do with this?!?" scenario with them figuring out how to slip it into their income without the feds asking questions rather than a "Collect a +4 to your wealth rating - all that other stuff is abstract". Maybe the +4 (or +3 for the guy who already has some money) being computed <em>is</em> the GM calculating the prize of the adventure, and all those other tense moments are going to be the encounters?</p><p></p><p>What about the guy that doesn't wat to play it smart, who wants to squander the money now? Does it makes sense as a house rule that such a character can take a +8 for two months or so before he's blown through his cut?</p></blockquote><p></p>
[QUOTE="Morgenstern, post: 1779461, member: 5485"] My concern with the system is that it would appear the defense offered for such quirks in the system is "yes, the character [I]can[/I] do such a strange and seemingly nonsensical thing, but it's not [I]important[/I]." Or that since the system [I]is[/I] so abstract, ultimately the GM is entitled to handwave the quirks away. Such things tend to catch my eye, because I enjoy Murphy's Rules and similar analysis of my and my colleges' work. Taxes and money laundering costs were brough up as a occuring completely automatically. It just seemed that there is no fuss - and so there is no choice either on the part of the players. The abstractions occur automatically *handwaving*. It's probably a function of the movies I watch, but when a couple of guys find a suitcase full of money, dealing with it IS the plot. More of a "What the *&^%*&$ are we gonna do with this?!?" scenario with them figuring out how to slip it into their income without the feds asking questions rather than a "Collect a +4 to your wealth rating - all that other stuff is abstract". Maybe the +4 (or +3 for the guy who already has some money) being computed [I]is[/I] the GM calculating the prize of the adventure, and all those other tense moments are going to be the encounters? What about the guy that doesn't wat to play it smart, who wants to squander the money now? Does it makes sense as a house rule that such a character can take a +8 for two months or so before he's blown through his cut? [/QUOTE]
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