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How can I make money interesting?
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<blockquote data-quote="macrochelys" data-source="post: 5565341" data-attributes="member: 86652"><p>My experience is that it's best to feel out what your players would like to do with that money, and then make it happen. </p><p></p><p>For instance, one campaign I ran had a player become a minor noble of a poor, small, province of the kingdom. That player decided he wanted to improve his people's quality of life and so between big adventures he would head back to his area and build homes, hire soldiers, etc. He enlisted the other players to serve as advisors, train soldiers, teach literacy and other things. They liked it enough that it became a little mini game between sessions to decide where to spend the money. I didn't make it too complicated. I also didn't let them see the math that determined how much things cost, since I wanted them to concentrate on role-playing running the province instead of gaming the math to maximize each gold piece spent.</p><p></p><p>Sometimes players just aren't interested in that kind of thing though. In my current campaign the players don't do anything with the money they get, at least partly because they are enjoying going along with the story enough that buying a castle (or whatever) would be a distraction.</p><p></p><p>It might be hard to figure out what your players would like to do with the money. If you don't get any signals from them, you could feed them a plot hook such as a church that a player is a member of needing money to help a whole town of refugees move and start a new city.</p></blockquote><p></p>
[QUOTE="macrochelys, post: 5565341, member: 86652"] My experience is that it's best to feel out what your players would like to do with that money, and then make it happen. For instance, one campaign I ran had a player become a minor noble of a poor, small, province of the kingdom. That player decided he wanted to improve his people's quality of life and so between big adventures he would head back to his area and build homes, hire soldiers, etc. He enlisted the other players to serve as advisors, train soldiers, teach literacy and other things. They liked it enough that it became a little mini game between sessions to decide where to spend the money. I didn't make it too complicated. I also didn't let them see the math that determined how much things cost, since I wanted them to concentrate on role-playing running the province instead of gaming the math to maximize each gold piece spent. Sometimes players just aren't interested in that kind of thing though. In my current campaign the players don't do anything with the money they get, at least partly because they are enjoying going along with the story enough that buying a castle (or whatever) would be a distraction. It might be hard to figure out what your players would like to do with the money. If you don't get any signals from them, you could feed them a plot hook such as a church that a player is a member of needing money to help a whole town of refugees move and start a new city. [/QUOTE]
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