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<blockquote data-quote="TiQuinn" data-source="post: 9765198" data-attributes="member: 4871"><p>I think the problem with the D&D game economy is that if you have enough money, why <em>would</em> a PC keep adventuring, if indeed money is the objective?</p><p></p><p>Case in point with JA's blog post, the answer to the Mothership economy problem is that if your PC survives Gradient Descent or one of the other adventures, and comes out with millions of credits -- they've won. They've achieved the dream. Nice, cushy retirement on a pleasure planet somewhere. The idea of the campaign that continues on with a money motivation in mind is kind of failing at the start.</p><p></p><p>OH! You want the hero to have a reason to keep adventuring!? Well, that kind of contradicts the notion of a believable economy right there. Even in early D&D, you adventured until you had enough money for a stronghold of some sort, at which point, the game became something very different from what it used to be. It became about stronghold or domain management at that point -- how well it did this is something I debate but that's besides the point -- and you didn't need to be THAT guy going into the dragon's lair to pull out a hundred thousand gold pieces anymore.</p><p></p><p>So, if the objective is to motivate players to keep adventuring, or have a reason for their PCs in game to keep adventuring, you either go with the gamified "Everything now costs 10X", provide a number of previously unattainable magic items that eats up that 100,000 GP ("YOU get a Vorpal Sword! And YOU get a Vorpal Sword!...) or you forego the economy aspect entirely, and go with narrative goals that transcend money.</p></blockquote><p></p>
[QUOTE="TiQuinn, post: 9765198, member: 4871"] I think the problem with the D&D game economy is that if you have enough money, why [I]would[/I] a PC keep adventuring, if indeed money is the objective? Case in point with JA's blog post, the answer to the Mothership economy problem is that if your PC survives Gradient Descent or one of the other adventures, and comes out with millions of credits -- they've won. They've achieved the dream. Nice, cushy retirement on a pleasure planet somewhere. The idea of the campaign that continues on with a money motivation in mind is kind of failing at the start. OH! You want the hero to have a reason to keep adventuring!? Well, that kind of contradicts the notion of a believable economy right there. Even in early D&D, you adventured until you had enough money for a stronghold of some sort, at which point, the game became something very different from what it used to be. It became about stronghold or domain management at that point -- how well it did this is something I debate but that's besides the point -- and you didn't need to be THAT guy going into the dragon's lair to pull out a hundred thousand gold pieces anymore. So, if the objective is to motivate players to keep adventuring, or have a reason for their PCs in game to keep adventuring, you either go with the gamified "Everything now costs 10X", provide a number of previously unattainable magic items that eats up that 100,000 GP ("YOU get a Vorpal Sword! And YOU get a Vorpal Sword!...) or you forego the economy aspect entirely, and go with narrative goals that transcend money. [/QUOTE]
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