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Simpler Economics, reducing the costs. Help needed
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<blockquote data-quote="FrostedMini1337" data-source="post: 3018340" data-attributes="member: 42882"><p>Forgive, for I am slow, but if I understand correctly, you want to give your players rewards (GP and Magic items), but instead of giving them these things (Because the campaign is low magic items and because hauling around large amounts of coins is lame), you'd like them to have different and more mundane rewards? So they would still have money and resources available to them, but not in coin form. My puny brain can't comprehend what this sentence means: "I want the money to have more value relative to items"</p><p></p><p>You mentioned ships and land. IME players find this sort of thing a lot cooler than you'd expect. Give them a ship or land as a reward for a quest. (This a bit of an issue if they are just dungeon delving, but even then, they can find the deed/writ/charter in the big treasure room or whatever). The cool thing here is it gives them cool stuff outside of combat to do, and gives you adventure hooks. </p><p></p><p>So now they have a ship/ or some land. The ship is cool because they can either use it go adventuring/pirating or put it to a more mundane use, most likely letting a merchant or trading company use it for trade for a set fee. If they have land, they can have people start farming it and giving them the excess and now they have a base. Then you can expand upon it. Maybe the PCs agree to do something else for the same noble/king. Next time he rewards them with exclusive trade contracts and another ship or he agrees to have hovels built on the land and elevates them to Lords or something.</p><p></p><p>This solves your ecnomics problem pretty nicely: not only do the PCs have wealth at their disposal (and ships and land don't devalue much if upkept), but these will actually slowly generate wealth for the PCs even if they take a very hands off approach to them, and it will only increase if they choose to get very hands on with it. On top of that, they can "borrow against" both of these assets. (If they need mroe cash than they have on hand, they can make promises of next years crops, or useage of shipping in lieu of actual cash)</p><p></p><p>And finally, if this whole thing is too passive and roleplay intensive, don't worry: it will most likely come back to combat eventually. When the PCs realize that they have a fleet of ships or hundreds of peasents at their command (or both), it's a matter of time before they turn to pirating or start itching at war or a rebellion. It's just what PC's do.</p><p></p><p>Hope that helps. If not, scold me and I'll try harder.</p></blockquote><p></p>
[QUOTE="FrostedMini1337, post: 3018340, member: 42882"] Forgive, for I am slow, but if I understand correctly, you want to give your players rewards (GP and Magic items), but instead of giving them these things (Because the campaign is low magic items and because hauling around large amounts of coins is lame), you'd like them to have different and more mundane rewards? So they would still have money and resources available to them, but not in coin form. My puny brain can't comprehend what this sentence means: "I want the money to have more value relative to items" You mentioned ships and land. IME players find this sort of thing a lot cooler than you'd expect. Give them a ship or land as a reward for a quest. (This a bit of an issue if they are just dungeon delving, but even then, they can find the deed/writ/charter in the big treasure room or whatever). The cool thing here is it gives them cool stuff outside of combat to do, and gives you adventure hooks. So now they have a ship/ or some land. The ship is cool because they can either use it go adventuring/pirating or put it to a more mundane use, most likely letting a merchant or trading company use it for trade for a set fee. If they have land, they can have people start farming it and giving them the excess and now they have a base. Then you can expand upon it. Maybe the PCs agree to do something else for the same noble/king. Next time he rewards them with exclusive trade contracts and another ship or he agrees to have hovels built on the land and elevates them to Lords or something. This solves your ecnomics problem pretty nicely: not only do the PCs have wealth at their disposal (and ships and land don't devalue much if upkept), but these will actually slowly generate wealth for the PCs even if they take a very hands off approach to them, and it will only increase if they choose to get very hands on with it. On top of that, they can "borrow against" both of these assets. (If they need mroe cash than they have on hand, they can make promises of next years crops, or useage of shipping in lieu of actual cash) And finally, if this whole thing is too passive and roleplay intensive, don't worry: it will most likely come back to combat eventually. When the PCs realize that they have a fleet of ships or hundreds of peasents at their command (or both), it's a matter of time before they turn to pirating or start itching at war or a rebellion. It's just what PC's do. Hope that helps. If not, scold me and I'll try harder. [/QUOTE]
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