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So what's gold gonna be for?
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<blockquote data-quote="A'koss" data-source="post: 3837404" data-attributes="member: 840"><p>Hunh... back in those days the prevelent attitude in my games was - once you could afford to buy a keep, you did. Because then you "made it", you were <em>somebody</em> now. <strong><em>Lord</em></strong> somebody in fact.</p><p></p><p>When Test of the Warlords came out we still played it with 2e rules, but that solidfied the breakpoint -15th level- where everyone starting looking at where to build their castle (Dragon Mag had several cool designs in one ish.), tower (modeled after the High Clerist tower, of course), or exotic fortress (built into a cliffside, tree-town, desert monolith, etc.). Except the theives of course, who would half the time start their own guilds, the other half mooch off the PCs who did drop the cash on the castle. </p><p></p><p>The PCs still went out and adventured, but there would be bigger jumps in time between them. I think a lot of the attraction was having your own "home base", the grander the better as well as having your own "home town", just the way you like it (and tax it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ). From there (remembering that castles were just a means to an end, not an end in itself), outside of the usual adventuring, PCs would usually push on with their "dreams" - the long-term goal stuff I talked about before.</p></blockquote><p></p>
[QUOTE="A'koss, post: 3837404, member: 840"] Hunh... back in those days the prevelent attitude in my games was - once you could afford to buy a keep, you did. Because then you "made it", you were [I]somebody[/I] now. [B][I]Lord[/I][/B] somebody in fact. When Test of the Warlords came out we still played it with 2e rules, but that solidfied the breakpoint -15th level- where everyone starting looking at where to build their castle (Dragon Mag had several cool designs in one ish.), tower (modeled after the High Clerist tower, of course), or exotic fortress (built into a cliffside, tree-town, desert monolith, etc.). Except the theives of course, who would half the time start their own guilds, the other half mooch off the PCs who did drop the cash on the castle. The PCs still went out and adventured, but there would be bigger jumps in time between them. I think a lot of the attraction was having your own "home base", the grander the better as well as having your own "home town", just the way you like it (and tax it ;) ). From there (remembering that castles were just a means to an end, not an end in itself), outside of the usual adventuring, PCs would usually push on with their "dreams" - the long-term goal stuff I talked about before. [/QUOTE]
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