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So what's gold gonna be for?
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<blockquote data-quote="Crazy Jerome" data-source="post: 3832344" data-attributes="member: 54877"><p>"Gold sinks" aren't any good, whether you have one or many. That is what I was arguing in post #160, though I didn't use the term. What would be even better than multiple gold sinks is zero gold sinks. </p><p></p><p>The whole idea behind a gold sink is to make players want to go after the loot, by giving them something to sink it into. However, if that sink involves direct, personal power, in any way (e.g. magic items, reliable highly useful allies), then it forces a style of play. </p><p></p><p>Really, I'm not satisfied with any system that creates an environment where I have to get the players to all agree on one style. In a great tabletop game, I ought to be able to equally accommodate the player that goes the "ale and whores" route, the player that builds the stronghold, the player that does bling/bribes, and even the player that wants to amass a bunch of wealth (to "keep score", to lend to his buddy player characters to do their thing). All within the same game. If the game ties money into <em>anything</em> that prevents this scenario, then the design is trying to hard to create a sink.</p><p></p><p>Let money lead to convenience. Let it be an aid to characters getting what they want faster and/or "easier", but not without them running some risks still. If your adventure is take the magic whatzit from the ghoul king so that you can blow the other treasure, fine. If your "adventure" is chase down the thieves guild that ran off the whatzit before a merchant can deliver it to you, fine. Just don't set it up so that you pays your money and gets your whatzit. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>And for that matter, the same applies to the stronghold, the bling/bribes, etc. Every use of money should bring with it some trouble. And that leads to all kinds of interesting options where the character avoid accumulating weath precisely to avoid that kind of trouble.</p><p></p><p>Summary: No direct, personal power from weath. Allow wealth to be an aid towards indirectly accumulating some personal power, but not without risk.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 3832344, member: 54877"] "Gold sinks" aren't any good, whether you have one or many. That is what I was arguing in post #160, though I didn't use the term. What would be even better than multiple gold sinks is zero gold sinks. The whole idea behind a gold sink is to make players want to go after the loot, by giving them something to sink it into. However, if that sink involves direct, personal power, in any way (e.g. magic items, reliable highly useful allies), then it forces a style of play. Really, I'm not satisfied with any system that creates an environment where I have to get the players to all agree on one style. In a great tabletop game, I ought to be able to equally accommodate the player that goes the "ale and whores" route, the player that builds the stronghold, the player that does bling/bribes, and even the player that wants to amass a bunch of wealth (to "keep score", to lend to his buddy player characters to do their thing). All within the same game. If the game ties money into [I]anything[/I] that prevents this scenario, then the design is trying to hard to create a sink. Let money lead to convenience. Let it be an aid to characters getting what they want faster and/or "easier", but not without them running some risks still. If your adventure is take the magic whatzit from the ghoul king so that you can blow the other treasure, fine. If your "adventure" is chase down the thieves guild that ran off the whatzit before a merchant can deliver it to you, fine. Just don't set it up so that you pays your money and gets your whatzit. :D And for that matter, the same applies to the stronghold, the bling/bribes, etc. Every use of money should bring with it some trouble. And that leads to all kinds of interesting options where the character avoid accumulating weath precisely to avoid that kind of trouble. Summary: No direct, personal power from weath. Allow wealth to be an aid towards indirectly accumulating some personal power, but not without risk. [/QUOTE]
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