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*Pathfinder & Starfinder
So what's gold gonna be for?
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<blockquote data-quote="Cbas_10" data-source="post: 3830539" data-attributes="member: 55767"><p>Speaking of not wanting to have a game that forces you to play in a certain manner....I'd have to toss my cookies out of extreme boredom if I was forced to play or run a game where the only motivation of any of my characters was, ".....umm....Adventure!!" Then again, the same would have to be said for a game where we were only doing this in order to build castles and raise armies.</p><p></p><p>This is a <em>role-playing</em> game, not simply an <em>adventure</em> game. We should be able to have characters with any number of motivating influences - not only a simple lust for adventuring (what the heck IS that, anyway?). One person may want to become famous for being the dragonslayer; one may want to find and sell lost treasures to save up for a castle; one may want to embark on missions that open lines of promoting his religion.....and on and on.</p><p></p><p>In any case, money is a simple fact of life, and has more purpose than any one individual use. Even in a rpg's setting, money has multiple uses. For players who need some sort of mechanical benefit to spending money instead of as a means of adding to the character in a non-mechanical, storyline sense....there should be some sort of mechanic. There were a lot of examples in 3E aside from magic items: equipment bonuses, circumstance bonuses, transportation, back-up plans, hiring spellcasters, and so much more. For players who want more than numbers and stats and a game beyond the maps & character sheets, there should be support there, too.</p><p></p><p>There will be cases of one player wanting the castle and others wanting to get back to the dungeon....but that is in now way the fault of the game or its rules. Those are playing styles and issues that need to be resolved as fellow players & friends.</p></blockquote><p></p>
[QUOTE="Cbas_10, post: 3830539, member: 55767"] Speaking of not wanting to have a game that forces you to play in a certain manner....I'd have to toss my cookies out of extreme boredom if I was forced to play or run a game where the only motivation of any of my characters was, ".....umm....Adventure!!" Then again, the same would have to be said for a game where we were only doing this in order to build castles and raise armies. This is a [i]role-playing[/i] game, not simply an [i]adventure[/i] game. We should be able to have characters with any number of motivating influences - not only a simple lust for adventuring (what the heck IS that, anyway?). One person may want to become famous for being the dragonslayer; one may want to find and sell lost treasures to save up for a castle; one may want to embark on missions that open lines of promoting his religion.....and on and on. In any case, money is a simple fact of life, and has more purpose than any one individual use. Even in a rpg's setting, money has multiple uses. For players who need some sort of mechanical benefit to spending money instead of as a means of adding to the character in a non-mechanical, storyline sense....there should be some sort of mechanic. There were a lot of examples in 3E aside from magic items: equipment bonuses, circumstance bonuses, transportation, back-up plans, hiring spellcasters, and so much more. For players who want more than numbers and stats and a game beyond the maps & character sheets, there should be support there, too. There will be cases of one player wanting the castle and others wanting to get back to the dungeon....but that is in now way the fault of the game or its rules. Those are playing styles and issues that need to be resolved as fellow players & friends. [/QUOTE]
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So what's gold gonna be for?
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