TheAlkaizer
Game Designer 🇨🇦
So, I just read this blogpost by Justin Alexander.
This is one of my pet peeves in games. The challenges of having money make sense.
My personal preference is in more grounded, gritty campaigns. Often street-level. Having money matter is important to me and I've never followed the recommendations in 5E and most RPGs. 5E has the issue of gold not being that valuable very quickly. I've always added systems to act as money sink and have my players care about money. I did buy a few PDFs about realist prices in medieval societies. I haven't used them straight, I don't think realist pricing makes for the best experience, but it's a useful guide for the magnitude of differences.
When I got into the OSR, I had a similar issue where things were not that pricy and after one dungeon the players would find a hoard worth 40,000 GP. You have no reason to keep adventuring. I haven't implemented yet, but I've seen the silver standard tauted as a solution to this.
Other games have economies that make no sense, but it's very obvious that they were designed for play and not verisimilitude. An example would be Starfinder 1E price of equipment having a non-linear scale of progression. Something like 100, 1000, 10000. It's obviously been designed to have the players always strive to be able to upgrade their, while it being still challenging (I need more credits!).
I am very aware that you can design money for the dynamics you want to create in your game (Starfinder 1E), or try to make something realist. It might be possible to do both in some cases, but there might be incompatibility there in many cases. I'm not even sure that verisimilitude is really what I'm looking for. When I think about it, it's:
This is one of my pet peeves in games. The challenges of having money make sense.
My personal preference is in more grounded, gritty campaigns. Often street-level. Having money matter is important to me and I've never followed the recommendations in 5E and most RPGs. 5E has the issue of gold not being that valuable very quickly. I've always added systems to act as money sink and have my players care about money. I did buy a few PDFs about realist prices in medieval societies. I haven't used them straight, I don't think realist pricing makes for the best experience, but it's a useful guide for the magnitude of differences.
When I got into the OSR, I had a similar issue where things were not that pricy and after one dungeon the players would find a hoard worth 40,000 GP. You have no reason to keep adventuring. I haven't implemented yet, but I've seen the silver standard tauted as a solution to this.
Other games have economies that make no sense, but it's very obvious that they were designed for play and not verisimilitude. An example would be Starfinder 1E price of equipment having a non-linear scale of progression. Something like 100, 1000, 10000. It's obviously been designed to have the players always strive to be able to upgrade their, while it being still challenging (I need more credits!).
I am very aware that you can design money for the dynamics you want to create in your game (Starfinder 1E), or try to make something realist. It might be possible to do both in some cases, but there might be incompatibility there in many cases. I'm not even sure that verisimilitude is really what I'm looking for. When I think about it, it's:
- Making sure that money matters
- Keep a sense of scale between what you earn, what things cost that makes sense
- Avoiding a huge inflationary pattern where we're dealing with hundreds of thousands of gold pieces