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How to handle adventuring loot outside of a strong economy?
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<blockquote data-quote="Lackofname" data-source="post: 8126850" data-attributes="member: 87598"><p>Not really? I mean, "horse and tack" is a couple gold pieces compared to <em>thousands</em> for magical items; the most expensive thing I think is something like plate armor, which is about 50gp? Gold exists to buy magical items. Problem is "back home" is a couple months round trip, so by the time they sell that +1 sword for a +1 axe and it shows up on a ship, the +1 now needs to be a +2.</p><p></p><p>And honestly the PCs already Will be able to get helpers/medical assistance/etc. They are showing up on shore being fairly recognized by the colony leaders, rather than just Joe Settler.</p><p></p><p>Let me be blunt: <strong>I don't care about the actual cost of items</strong>. Tracking the minutia of ammo and supplies and rations and individual coinage and going shopping bores me, so I'd rather eat a cat than create a whole new bean-counting system just to handwave whatever they do with the jade idol they find in the sunken temple. Honestly, I'd be happy with "you have everything you need in your inventory at any given time because you're professionals who plan with foresight". And frankly I find buying and selling magical items to be galling.</p><p></p><p><strong>But </strong>all the above violates the expectations of players, especially ones showing up to a table for the first time (which this is). It messes with the status quo. It takes the fun out of discovering a bag of gold when it's no different from a bag of dirt. Some players legitimately enjoy the resource-management mini-game. And in a game where you can't buy and sell magical items, it means every item needs to be painstakingly chosen ahead of time to fit every PC, which is equally annoying when one player will only use Western Extra-Thick Deluxe Spiked Chain because finding an Eastern Thin Premium Spiked Chain will invalidate half his character sheet, so now forgotten ruins need to be peppered with exact upgrades of the PCs' chosen gear.</p><p></p><p>And it hurts the world, because while <em>I am not a simulationist</em>, there does need to be the veneer of believing it's real and that goods aren't sold with a wave and a smile.</p><p></p><p>What I'm ultimately saying is, my setting's constraints is butting up against by-the-book D&D economy, but deviating from the book creates a lot of unpleasant work.</p></blockquote><p></p>
[QUOTE="Lackofname, post: 8126850, member: 87598"] Not really? I mean, "horse and tack" is a couple gold pieces compared to [I]thousands[/I] for magical items; the most expensive thing I think is something like plate armor, which is about 50gp? Gold exists to buy magical items. Problem is "back home" is a couple months round trip, so by the time they sell that +1 sword for a +1 axe and it shows up on a ship, the +1 now needs to be a +2. And honestly the PCs already Will be able to get helpers/medical assistance/etc. They are showing up on shore being fairly recognized by the colony leaders, rather than just Joe Settler. Let me be blunt: [B]I don't care about the actual cost of items[/B]. Tracking the minutia of ammo and supplies and rations and individual coinage and going shopping bores me, so I'd rather eat a cat than create a whole new bean-counting system just to handwave whatever they do with the jade idol they find in the sunken temple. Honestly, I'd be happy with "you have everything you need in your inventory at any given time because you're professionals who plan with foresight". And frankly I find buying and selling magical items to be galling. [B]But [/B]all the above violates the expectations of players, especially ones showing up to a table for the first time (which this is). It messes with the status quo. It takes the fun out of discovering a bag of gold when it's no different from a bag of dirt. Some players legitimately enjoy the resource-management mini-game. And in a game where you can't buy and sell magical items, it means every item needs to be painstakingly chosen ahead of time to fit every PC, which is equally annoying when one player will only use Western Extra-Thick Deluxe Spiked Chain because finding an Eastern Thin Premium Spiked Chain will invalidate half his character sheet, so now forgotten ruins need to be peppered with exact upgrades of the PCs' chosen gear. And it hurts the world, because while [I]I am not a simulationist[/I], there does need to be the veneer of believing it's real and that goods aren't sold with a wave and a smile. What I'm ultimately saying is, my setting's constraints is butting up against by-the-book D&D economy, but deviating from the book creates a lot of unpleasant work. [/QUOTE]
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