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General Tabletop Discussion
*TTRPGs General
Starting Money - Determined by Rules, GM, or Player?
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<blockquote data-quote="GMMichael" data-source="post: 7487742" data-attributes="member: 6685730"><p>As I contemplate beginning another game of Dragon Warrior (NES), the first thing that comes to mind is the gold-grind: having to fight countless slimes, drakees, and even magicians in order to purchase a battle axe (barbaric weapon that it was). This was effectively an advancement system, parallel to the experience system, that rewarded PCs for fighting monsters and surviving. (There was also a monetary penalty for dying...) It was also an example of rules-determined wealth.</p><p></p><p>Flash forward to my next game of Modos 2, in which the PCs are starting with all the money "that their characters would have." This has nothing to do with advancement, and can, in fact, be a sort of punishment system if a PC has too little or too much money (think homeless people or arms dealers who walk around without security details ::cough::Mission: Impossible Fallout ::cough: ). This is player-determined starting money, with a touch of GM oversight.</p><p></p><p>Starting money can also be determined by the GM, by taking either of these systems and adding a house rule/GM fiat to it. Or maybe you're one of the lucky players who begins the campaign in a cell, with or without memories, but clearly without a penny to your name. Thanks, GM.</p><p></p><p>Which is the best system? Which is your favorite? Is it worthwhile to use money as an advancement system, or does that stifle player creativity when designing characters?</p></blockquote><p></p>
[QUOTE="GMMichael, post: 7487742, member: 6685730"] As I contemplate beginning another game of Dragon Warrior (NES), the first thing that comes to mind is the gold-grind: having to fight countless slimes, drakees, and even magicians in order to purchase a battle axe (barbaric weapon that it was). This was effectively an advancement system, parallel to the experience system, that rewarded PCs for fighting monsters and surviving. (There was also a monetary penalty for dying...) It was also an example of rules-determined wealth. Flash forward to my next game of Modos 2, in which the PCs are starting with all the money "that their characters would have." This has nothing to do with advancement, and can, in fact, be a sort of punishment system if a PC has too little or too much money (think homeless people or arms dealers who walk around without security details ::cough::Mission: Impossible Fallout ::cough: ). This is player-determined starting money, with a touch of GM oversight. Starting money can also be determined by the GM, by taking either of these systems and adding a house rule/GM fiat to it. Or maybe you're one of the lucky players who begins the campaign in a cell, with or without memories, but clearly without a penny to your name. Thanks, GM. Which is the best system? Which is your favorite? Is it worthwhile to use money as an advancement system, or does that stifle player creativity when designing characters? [/QUOTE]
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