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Spending gold on non-adventure resources

Saeviomagy

Adventurer
Fundamentally, gold has become a character-building resource. You spend it on magic items, rituals, consumables and the like, and if you blow all your money on ale and whores, you're going to make life hard for yourself (without some intervention from the DM).

I'd like to propose a system to fix this, but I'm going to need help balancing and critiquing it.

The key is that someone who is buying story items (ie - houses, boats, apple trees) shouldn't be penalised in combat for doing so.

The solution (partially cribbed from arcdream's "wild talents" rpg) is story points.

Story points can be spent just like action points, and you may spend a story point in addition to any action points during a single encounter, but not during the same round as an action point is spent.

Only one story point may be spent per encounter.

Story points recharge when you meaningfully interact with whatever it is that you spend the money on. Meaningfully interact is a kind of up-in the air thing: in general the interaction is something that will not happen other than in between-adventures downtime. You need to go somewhere specific and out-of-your-way.

You start with one such thing (it might be a person, a place, an item or whatever), and may buy one more such item per 5 levels, and the price is the price of a magic item of your level.

Ideally there should be a severe penalty for the thing getting harmed: if the DM kidnaps your wife, you should be more invested than "meh, I'll do without my story point for a while". Additionally choosing your fellow adventurers for story points should lead to some seriously tense and game changing moments.

Additionally if you did choose a fellow adventurer, anything that you can do while adventuring is not going to count as meaningful interaction: after all, you hang out all the time, so sharing a kiss under the moonlight (or slaughtering some bandits, depending on the type of relationship) is insufficient. You need to go somewhere special and spend time working on your relationship for it to count.

Example:
So, at level 1 I get a story point and something that it ties to. I decide my adventurer has an elderly grandfather who used to be an adventurer, too old to adventure any more. We go off to slay the kobold menace, and during an encounter I spend 1 action point, then next turn I spend my story point. We have another encounter, and after that I get my action point back, but my story point is still spent.

We eliminate the kobolds and return home. I go and visit my grandfather, telling him an epic tale of how we vanquished the kobolds, and presenting him with a keepsake I took from the kobold leader. I regain my story point.

At level 5, I could buy another story item, but I choose not to.
At level 7, I spend the price of a level 7 item and buy a hunting lodge. I now have 2 story points, and whenever we have downtime, I go visit my grandad and tell tall tales, and then take some time off hunting in my lodge.
At level 10, I hire some people to maintain the lodge and train a cadre of rangers there. My downtime is spent visiting grandad, hunting and training new rangers.
At level 15 I choose not to get anything.
At level 21 I choose to build a hunting reserve, and buy 2 points at once.

And so on and so forth.

The major points of contention:

1. I think my scheme makes the points too cheap to acquire. Or too expensive. I really can't decide. How good is 6 extra actions per adventure?
2. Do you think that just losing the story point forever is enough of an inspiration to keep the "thing" safe. My main problem is that this messes with the original idea of not hitting up a character mechanically for investing in story... I'd much prefer some short-term penalty.
 

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Although I like the idea of a set of mechanics or a mini-game that players could use as a framework to hang character development off of, I don't know what kind of meaningful benefit (/penalty?) system could be attached to it.

On top of that, I've never managed to play in or run a game that cycled through periods of "adventuring/sitting at home waiting for the next adventure to start" so a system married to that kind of campaign style is something I'd want to avoid.

The two things that I've disliked about most of the games I played in where character-shtuff was a focus was that it 1) usually felt like a homework assignment, and 2) was usually ignored by everyone but the person writing it. I don't want to force the other players to read through and memorize everybody else's back stories and fluff, but it would be great to trick everybody into experiencing and dealing with it as a part of the game.

In addition to that, I love the idea of character ties being a way for the players to tell the DM, "This is something that I want to be important, please work it into the game."

But, anyways, launching off the idea of a person, place, or thing...

Let's pretend that a player, at each level, is asked to come up with one building block tied either to what they recently did, or where they want things to go in the near future.

Let's say for example that the players have all just leveled up and the DM says, "You've vanquished the evil prince and have returned the king to his rightful throne. You've discovered however that the assassins were not hired by the prince. What few clues you have point a steady finger to the neighboring kingdom of Dembritz."

The players then could come up with:

"Over the past month, the princess and I have grown close, and the king has made it known that he wouldn't stand in the way of her being courted by a Knight of the Dawn. However, she does not want me to go to Dembritz, and insists that my place is here, guarding the throne and protecting her and her father."

"Bjorn Stonevald, our intrepid barbarian comrade, fell to an assassin's blade while we were protecting the king. His grave sits, in a place of honor, amidst the graves of the King's royal guard. I spend our last day in the city at the side of his grave, swearing vengance, and promising to return here with his father's hammer, stolen from him by the same assassin who took his life."

"My closest childhood friend became a man who became a forger who fled the King's justice not even a year ago. Can we pretend that among the personal affects of the assassins were forged credentials that I know could have only been made by him?"

"Knowing that Sir Johnathan's sense of duty will undoubtedly lead him on to Dembritz, the princess came to me and made me swear an oath to the Nine Saints to protect him, with my life if need be, and see that he returns safely to her."

"With our new found influence in the city, I want to try to parlay that into securing the now vacant monastery overlooking the pass. I'll offer it, temporarily mind you, to be used as a sentry tower for the city militia."
Nothing flies without the DM's approval, and as a general rule, the players understand that they can't use it like genie's lamp.

Players also realize that everything they introduce in this manner is something that they want to be put in jeopardy. If you invent a wife and kids, and then pass them over to the DM saying "It's really important to my character that these people stay safe", it's because you want their safety to be threatened.

The princess wants you to stay and protect her? When you get to the other city, you find out that a second group of assassins were sitting and waiting for you to leave.

You want vengeance for your friend's death and to find his father's weapon? You track down the assassin and find out that he sold the hammer, but they're on two different boats on either sides of the city, and they're both scheduled to leave within the hour.

The forger and con artist that you considered a brother for the better part of your life holds a key piece of information. Can you convince him to trust you, does he sell you out to save his own neck?

Etc, etc, etc...

Players don't have to participate if they don't want to, but I can't imagine anyone really being opposed to having the chance to steer things a little. There's no real need for prizes or penalties beyond what unfurls over the course of the story. "You wanted a story about X? Congratulations, you got a story about X!"

As a side note, my personal answer to this problem is to smack my players whenever they try to mark gold off of their character sheets for stuff like ale, whores, or apple trees. If it's something mechanical, keep track of it. If it's for the benefit of story and is nothing more than window dressing, it's a simple matter of "yes you can/no you can't."
 

I would be against putting a gold piece requirement on your story points. Anything that you meet/rescue/find could become a meaningful story item that you develop an attachment too. A piece of land that you purchase to build a fort on might cost quite a bit more than a magic item of your level, or quite a bit less if you are level 15.

I would also consider the story rewards individually for each such item. Intangible rewards can include contacts, allies, information and followers. Contact with a players grandfather could earn our players story points, owning a fortress could provide them with soldiers to 'go kill those goblins' while the players handle more important things. The crazy old witch that they rescue from a prison provides them with potions.

Keep offering your players rewards for taking part in the story, but don't set any hard and fast rules about it. If you tell them that 'buying a grandpa for the same price as a magic item gives you story points' then they are going to see 'story' as a game mechanic, rather than an actual story. Offer them rewards when they go out of their way to create interesting interactions, not whenever they go back to town to fill up on 'rations, potions and story'
 


What do you hope to gain from tracking non-adventure resources at all?

Cheers,
Roger

Sadly i think the answer is one we are too obsessed with sometimes: realism. The people playing want to know where the boundaries are for buying story stuff and it shouldnt be given, as a DM it is probably better just to reward each story action at each time (in my last game one of the party saved a githyanki gaurd and he was rewarded by the service of the gaurd and the organisation's trust - it didnt help the party too much (sorry for the doble barckets, we died in the next fight) but he had earnt it).
 

The goal here is:

Some players WANT to spend money on non-adventuring resources. It can be fun to say "I blow a sizeable chunk of my cash on establishing a school for sick orphans/maintaining a fort/visiting the most expensive brothel in the universe"

The problem it leads to is mechanical imbalance.

The obvious solution is to allow the spending to occur and mechanically balance it. It also seems like a perfect place to get players to give a one-liner about what they do during downtime.

I've specifically kept the requirements for meaningful interaction relatively minor: as long as you've got some downtime, you can throw out a sentence that says "I interact with my story 'thing'" and not need to write a long boring novel about it.
 


In that case, I'd be inclined to hack together something based on the boon alternative reward system in DMG2.

You want to buy an orphanage? No problem. The god of orphans is so impressed, he watches over your safety, which turns out to have an identical mechanical effect as wearing a Cloak of Resistance.

I suspect that would keep everyone happy.



Cheers,
Roger
 

Actually its not a bad idea when you phrase it like that. Not everyone likes to worry about the details that much.
Good job!

Well, no. I still don't quite think I've hit the balance with it right... And there's still no solution in sight for "what happens if the DM ganks your story point source"...
 


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