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<blockquote data-quote="Composer99" data-source="post: 9765761" data-attributes="member: 7030042"><p>To my mind, money in an RPG is a tool to facilitate any or all three of:</p><ol> <li data-xf-list-type="ol">Score-keeping behaviour (numbers go up big! Yaaay!)</li> <li data-xf-list-type="ol">Giving the players interesting decisions to make.</li> <li data-xf-list-type="ol">Helping the world feel lived-in, alive, like a place that exists independently of the gameplay.</li> </ol><p>The more you want to emphasise <strong>score-keeping</strong>, the less you need to worry about how much money the player characters accumulate. One way of score-keeping is the old-school GP-for-XP mechanic.</p><p></p><p>Emphasising <strong>decision-making</strong> can involve different proportions/combinations of <em>restricting</em> the amount of money the player characters have or <em>providing</em> suitably large money sinks, and reasons why player characters might sink their money into <em>this</em> money sink instead of <em>that</em> one (or vice-versa).</p><p></p><p><strong>World-sim</strong> is probably the hardest possible use for the idea of in-game money, especially if you're making it a priority, since that's where you start having to try to emulate a functioning economy with game mechanics - and good luck with that! That said, I am sure fans of world-sim play can probably point to games that do so well enough for their tastes, and indeed a few examples were given on the first page of the thread.</p><p></p><p>D&D <em>de facto</em> settles on score-keeping, but the wildly variable costs of items, as well as systems such as Bastions, give it the veneer of catering to decision-making or world-sim. Since most game designers are not economists - and for most players, there isn't the emotional or gameplay payoff that justifies the effort to create "realistic" or "verisimilitudinous" in-game economies - it doesn't surprise me that most games also emphasise score-keeping or decision-making over world-sim.</p></blockquote><p></p>
[QUOTE="Composer99, post: 9765761, member: 7030042"] To my mind, money in an RPG is a tool to facilitate any or all three of: [LIST=1] [*]Score-keeping behaviour (numbers go up big! Yaaay!) [*]Giving the players interesting decisions to make. [*]Helping the world feel lived-in, alive, like a place that exists independently of the gameplay. [/LIST] The more you want to emphasise [B]score-keeping[/B], the less you need to worry about how much money the player characters accumulate. One way of score-keeping is the old-school GP-for-XP mechanic. Emphasising [B]decision-making[/B] can involve different proportions/combinations of [I]restricting[/I] the amount of money the player characters have or [I]providing[/I] suitably large money sinks, and reasons why player characters might sink their money into [I]this[/I] money sink instead of [I]that[/I] one (or vice-versa). [B]World-sim[/B] is probably the hardest possible use for the idea of in-game money, especially if you're making it a priority, since that's where you start having to try to emulate a functioning economy with game mechanics - and good luck with that! That said, I am sure fans of world-sim play can probably point to games that do so well enough for their tastes, and indeed a few examples were given on the first page of the thread. D&D [I]de facto[/I] settles on score-keeping, but the wildly variable costs of items, as well as systems such as Bastions, give it the veneer of catering to decision-making or world-sim. Since most game designers are not economists - and for most players, there isn't the emotional or gameplay payoff that justifies the effort to create "realistic" or "verisimilitudinous" in-game economies - it doesn't surprise me that most games also emphasise score-keeping or decision-making over world-sim. [/QUOTE]
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