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General Tabletop Discussion
*TTRPGs General
Taxing the Players - making it work in game.
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<blockquote data-quote="Dausuul" data-source="post: 5153300" data-attributes="member: 58197"><p>A lot depends on the game world.</p><p></p><p>In settings like Ptolus which have "institutional adventuring" - that is, adventurers are relatively common and dungeon-crawling is a recognized profession - one could expect some system of taxation to exist. The tax might be levied at a checkpoint on adventurers coming out of known dungeons or dangerous wilderness areas, or it might take the form of extravagant sales taxes on adventuring goods.</p><p></p><p>In fact, the latter might be a good explanation for why equipment prices in the PHB are so ludicrously (by real-world medieval standards) high. This would also have the advantage of making the tax more or less invisible to adventurers, who are notorious troublemakers, and to players, who as Steel Wind says are probably not much interested in filling out Ye Olde Forme MXC*.</p><p></p><p>On the other hand, in a setting where adventurers are rare and heroic, they are much less likely to be taxed in any formal way, simply because there's no precedent that would have led to such a tax being imposed. The PCs might have to deal with a greedy noble imposing an ad hoc tax to get his hands on their loot, or pleas from impoverished communities for aid, but there isn't going to be some sort of "ten percent off the top" law on the books.</p><p></p><p>Of course, there is one advantage to imposing taxes in-game; it gives the players a chance to <em>fireball</em> the tax collector.</p><p></p><p>[SIZE=-2]*For those not familiar with Roman numerals, MXC means one thousand and forty.[/SIZE]</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5153300, member: 58197"] A lot depends on the game world. In settings like Ptolus which have "institutional adventuring" - that is, adventurers are relatively common and dungeon-crawling is a recognized profession - one could expect some system of taxation to exist. The tax might be levied at a checkpoint on adventurers coming out of known dungeons or dangerous wilderness areas, or it might take the form of extravagant sales taxes on adventuring goods. In fact, the latter might be a good explanation for why equipment prices in the PHB are so ludicrously (by real-world medieval standards) high. This would also have the advantage of making the tax more or less invisible to adventurers, who are notorious troublemakers, and to players, who as Steel Wind says are probably not much interested in filling out Ye Olde Forme MXC*. On the other hand, in a setting where adventurers are rare and heroic, they are much less likely to be taxed in any formal way, simply because there's no precedent that would have led to such a tax being imposed. The PCs might have to deal with a greedy noble imposing an ad hoc tax to get his hands on their loot, or pleas from impoverished communities for aid, but there isn't going to be some sort of "ten percent off the top" law on the books. Of course, there is one advantage to imposing taxes in-game; it gives the players a chance to [I]fireball[/I] the tax collector. [SIZE=-2]*For those not familiar with Roman numerals, MXC means one thousand and forty.[/SIZE] [/QUOTE]
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