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<blockquote data-quote="payn" data-source="post: 9172783" data-attributes="member: 90374"><p>I use action and narrative in place of money in my games. Sure, you may bribe a guard narratively speaking, but the cost isnt the interesting part of the adventure. I mean, why are you adventuring in the first place? To build a war chest to build carseats for velociraptors for your orphans? Sounds like delving and chore doing to actually get to what you really want to do. Why cant your level simply be the limit of your capability? Want more? Do stuff and gain levels. I formed this philosophy and opinion after decades of bad economic systems in myriad of RPGs. Just finally cut out the middle man. </p><p></p><p>Other than Reddit and ENworld I don't hear people complain about nothing to do with money. I think part of it is the rise of the adventure path has taken a bite out of west marches style games. Players have things to do already, so they don't need to make things up with money, nor do they need it as they progress in levels because items are no longer math assumed. I do think a book on campaign design and wealth would have a market though.</p></blockquote><p></p>
[QUOTE="payn, post: 9172783, member: 90374"] I use action and narrative in place of money in my games. Sure, you may bribe a guard narratively speaking, but the cost isnt the interesting part of the adventure. I mean, why are you adventuring in the first place? To build a war chest to build carseats for velociraptors for your orphans? Sounds like delving and chore doing to actually get to what you really want to do. Why cant your level simply be the limit of your capability? Want more? Do stuff and gain levels. I formed this philosophy and opinion after decades of bad economic systems in myriad of RPGs. Just finally cut out the middle man. Other than Reddit and ENworld I don't hear people complain about nothing to do with money. I think part of it is the rise of the adventure path has taken a bite out of west marches style games. Players have things to do already, so they don't need to make things up with money, nor do they need it as they progress in levels because items are no longer math assumed. I do think a book on campaign design and wealth would have a market though. [/QUOTE]
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