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<blockquote data-quote="Voadam" data-source="post: 8452308" data-attributes="member: 2209"><p>I played in a 1e game for four years as a merchant prince magic user. It was a lot of high level politics in a D&D world with a heavy emphasis on roleplaying. I was making deals, setting up trade networks, balancing mercantilism, politics, magic, and high level adventuring. I was fabulously wealthy. I was patron to multiple PCs and NPCs. I dealt with dragons and liches and a vampire ruler and archmages and Gods and Dream and Chaos. It was a ton of fun. I never tracked specific gp value game money once in those four years. It also used the Arduin xp charts and flat xp awards each game (modified by possible bonuses for tactics and or roleplay) so killing stuff and looting was not the incentive model that showing up and playing well was.</p><p></p><p>Narrative can handle really fun money stuff easily enough without nitpicking personal accounts down to the electrum piece or involving specific defined systems.</p><p></p><p>1e realism of record every scrap of equipment down to the waterskin and weight of your coins can be fun.</p><p></p><p>Old school heisting in dangerous areas for xp can be a fun gaming model.</p><p></p><p>Downtime systems using money, time, skills, and rolls can be fun.</p><p></p><p>3e loot and item treadmilling with spell resource costs can be a fun paradigm.</p><p></p><p>Full on freeform narrativism can be fun.</p><p></p><p>Lots of different ways to go about handling money in D&D.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8452308, member: 2209"] I played in a 1e game for four years as a merchant prince magic user. It was a lot of high level politics in a D&D world with a heavy emphasis on roleplaying. I was making deals, setting up trade networks, balancing mercantilism, politics, magic, and high level adventuring. I was fabulously wealthy. I was patron to multiple PCs and NPCs. I dealt with dragons and liches and a vampire ruler and archmages and Gods and Dream and Chaos. It was a ton of fun. I never tracked specific gp value game money once in those four years. It also used the Arduin xp charts and flat xp awards each game (modified by possible bonuses for tactics and or roleplay) so killing stuff and looting was not the incentive model that showing up and playing well was. Narrative can handle really fun money stuff easily enough without nitpicking personal accounts down to the electrum piece or involving specific defined systems. 1e realism of record every scrap of equipment down to the waterskin and weight of your coins can be fun. Old school heisting in dangerous areas for xp can be a fun gaming model. Downtime systems using money, time, skills, and rolls can be fun. 3e loot and item treadmilling with spell resource costs can be a fun paradigm. Full on freeform narrativism can be fun. Lots of different ways to go about handling money in D&D. [/QUOTE]
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