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Playing "Adventurers" As Actual Adventurers
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<blockquote data-quote="Enrahim" data-source="post: 9795967" data-attributes="member: 7025577"><p>I actually had almost the same idea, and made a playable draft. However a solo test run hit a major issue: When the group got their hands on a major treasure, the nature of the game semingly couldn't be maintained. Cost of supplies became trivial, and it was hard to justify controlling a single group, or not hireing an army.</p><p></p><p>I think one way these problems can be to some extent solved by introducing scarcity beyond funds. Like there being a limited pool of willing retainers. But once you hit that scarcity level, the entire money mini game go away. And then design questions like if it is needed in the first place shows up, and before we know it we have gotten rid of the entire logistics subsystem, modern narrative game style..</p></blockquote><p></p>
[QUOTE="Enrahim, post: 9795967, member: 7025577"] I actually had almost the same idea, and made a playable draft. However a solo test run hit a major issue: When the group got their hands on a major treasure, the nature of the game semingly couldn't be maintained. Cost of supplies became trivial, and it was hard to justify controlling a single group, or not hireing an army. I think one way these problems can be to some extent solved by introducing scarcity beyond funds. Like there being a limited pool of willing retainers. But once you hit that scarcity level, the entire money mini game go away. And then design questions like if it is needed in the first place shows up, and before we know it we have gotten rid of the entire logistics subsystem, modern narrative game style.. [/QUOTE]
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