Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
How to handle adventuring loot outside of a strong economy?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Umbran" data-source="post: 8128435" data-attributes="member: 177"><p>Okay, so, I think #2 here will give you a headache. "I want the main motivation be about money... but I don't wanna deal with money," isn't the best approach to compelling content.</p><p></p><p></p><p></p><p>You are playing D&D here? Their <em>technology</em> is not the issue. Stone knives and bearskins are fine. In D&D, most of the damage comes out of the class, not the weapons. A couple druids or clerics of the native's gods with some barbarians to back them up could seriously mess up a town, if they were so motivated. And they have a continent full of them, while the settlement only has whatever they brought with them....</p><p></p><p></p><p></p><p></p><p>Hm. Sounds like you've created your own problem there, and I'm not sure about the idea that the natives will sit by while this goes on, but those are aside the point. Let us say the natives don't give a hoot about the loot. So... </p><p></p><p>Rather than contort yourself trying to figure out how to work normal economic function in a place that lacks it... just don't. Accept the thing you built, and its natural results. They will not be able to easily convert one form of wealth to another. So be it. </p><p></p><p>Use the idea of the "company store": The PCs bring gold, art objects, jewelry, etc from ruins or locations of exploitable resources to the settlement, they rack up <em>credit with the settlement</em>. They can trade that in for the time of settlement craftsmen to make things for them. This will take time. Such is life. You can handle this all with normal GP values. </p><p></p><p>Also, recognize that in the end there's <em>no real difference</em> between "give them random magic, and allow them to trade that in for what they want" and "just give them what they want in the first place". Makng them jump through a hoop to get stuff they like is not really a value-add, so to speak.</p><p></p><p>You'v epositioned it so that the PCs are unlikely to have anything the natives want, and have discarded teh idea of the PCs doign favors with the natives. Maybe just remove the natives as irrelevant? It is a continent full of monsters and beasts, and the ruins of a civilization that died....</p><p></p><p>This also gets you out of the bad look of re-enacting imperialistic oppression of natives... They just aren't there to oppress!</p></blockquote><p></p>
[QUOTE="Umbran, post: 8128435, member: 177"] Okay, so, I think #2 here will give you a headache. "I want the main motivation be about money... but I don't wanna deal with money," isn't the best approach to compelling content. You are playing D&D here? Their [I]technology[/I] is not the issue. Stone knives and bearskins are fine. In D&D, most of the damage comes out of the class, not the weapons. A couple druids or clerics of the native's gods with some barbarians to back them up could seriously mess up a town, if they were so motivated. And they have a continent full of them, while the settlement only has whatever they brought with them.... Hm. Sounds like you've created your own problem there, and I'm not sure about the idea that the natives will sit by while this goes on, but those are aside the point. Let us say the natives don't give a hoot about the loot. So... Rather than contort yourself trying to figure out how to work normal economic function in a place that lacks it... just don't. Accept the thing you built, and its natural results. They will not be able to easily convert one form of wealth to another. So be it. Use the idea of the "company store": The PCs bring gold, art objects, jewelry, etc from ruins or locations of exploitable resources to the settlement, they rack up [I]credit with the settlement[/I]. They can trade that in for the time of settlement craftsmen to make things for them. This will take time. Such is life. You can handle this all with normal GP values. Also, recognize that in the end there's [I]no real difference[/I] between "give them random magic, and allow them to trade that in for what they want" and "just give them what they want in the first place". Makng them jump through a hoop to get stuff they like is not really a value-add, so to speak. You'v epositioned it so that the PCs are unlikely to have anything the natives want, and have discarded teh idea of the PCs doign favors with the natives. Maybe just remove the natives as irrelevant? It is a continent full of monsters and beasts, and the ruins of a civilization that died.... This also gets you out of the bad look of re-enacting imperialistic oppression of natives... They just aren't there to oppress! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How to handle adventuring loot outside of a strong economy?
Top