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<blockquote data-quote="Stormonu" data-source="post: 9766844" data-attributes="member: 52734"><p>That does greatly depend on the style of play. A lot of times, if the game is just a constant dungeon raid, I'd expect that sort of behavior to be common.</p><p></p><p>In other games, where characters can put the money to use - carousing, structures, henchmen/followers, titles, positions and whatnot - and it has some effect in the game, money gets actually used. It doesn't have to be a mechanical reward that directly helps in the next adventure; owning a house that can be safely retired to between adventures or donating money to the locals (and thus have friendlier reactions) to improve their town can be incentives for some players. Basically, if the characters can invest in the world around them and see some effect from doing so, I've seen they generally will involve themselves. Whether or not if follows a logical economic model or not isn't important.</p><p></p><p>Bringing Bastions back in with 2024 is one step in the right direction. The old Wizard's Tower, Thief's Guild, Fighter's Keep, Church and the like encouraged that sort of investment into the game world and the game was poorer when the only thing to spend gold on was more adventuring power (i.e., magic items). Heck, even setting up an Orphanage for the children ousted from the Caves of Chaos I've seen come up in a game (as well as buying the Haunted House outside Saltmarsh and renovating it, or buying a vessel to go pirating or merchant trading on the high seas...).</p><p></p><p>You don't have to have a full working economy in D&D to make money work. You just need something for characters to work towards buying/maintaining/expanding to give them a reason to spend that money - and it doesn't have to be splurging in some magic shop.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 9766844, member: 52734"] That does greatly depend on the style of play. A lot of times, if the game is just a constant dungeon raid, I'd expect that sort of behavior to be common. In other games, where characters can put the money to use - carousing, structures, henchmen/followers, titles, positions and whatnot - and it has some effect in the game, money gets actually used. It doesn't have to be a mechanical reward that directly helps in the next adventure; owning a house that can be safely retired to between adventures or donating money to the locals (and thus have friendlier reactions) to improve their town can be incentives for some players. Basically, if the characters can invest in the world around them and see some effect from doing so, I've seen they generally will involve themselves. Whether or not if follows a logical economic model or not isn't important. Bringing Bastions back in with 2024 is one step in the right direction. The old Wizard's Tower, Thief's Guild, Fighter's Keep, Church and the like encouraged that sort of investment into the game world and the game was poorer when the only thing to spend gold on was more adventuring power (i.e., magic items). Heck, even setting up an Orphanage for the children ousted from the Caves of Chaos I've seen come up in a game (as well as buying the Haunted House outside Saltmarsh and renovating it, or buying a vessel to go pirating or merchant trading on the high seas...). You don't have to have a full working economy in D&D to make money work. You just need something for characters to work towards buying/maintaining/expanding to give them a reason to spend that money - and it doesn't have to be splurging in some magic shop. [/QUOTE]
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