Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Taxing the Players - making it work in game.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Janx" data-source="post: 5153544" data-attributes="member: 8835"><p>Taxes opens up a can of worms.</p><p></p><p>If you try to tax the PCs, they may go outlaw.</p><p></p><p>It seems Thornir doesn't mind that outcome.</p><p></p><p>The problem I have with that (and somebody will have a problem that I have a problem with that) is that it greatly changes the game.</p><p></p><p>Some would say that's not the GM's business, but by adding the taxaxtion element, you are manipulating the game.</p><p></p><p>So if the current party is a group of nice adventurers who live in town and do nice deeds, if you start taxing them, you may be able to drive them to outlawism (and they may even draw inspiration from Robin Hood).</p><p></p><p>So a part of this impact of adding taxes, is that as a GM, you must accept that you have the ability to manipulate the players and the campaign, thus it is not "wholly' the players choice on what happens next.</p><p></p><p>Money and economics are never fully modeled in an RPG. To do so would require mapping the history of every item and coin in the game, so you could manage supply and demand. Money just kind of appears as die rolls for NPCs, and treasure hordes hauled in by PCs. What impact there is, is kind of fudged, not modeled.</p><p></p><p>So, to what end do you hope to achieve with adding taxation (or any kind of money thing) to the game? Odds are good, the real intent is to reduce the amount of money the PCs are carrying. The simplest way to do that is to offer them opportunities to spend it on more expensive things. Land, titles, businesses and have each of those pay out in intervals is one such solution.</p><p></p><p>As Dasuul said, you can assume a sales tax is already levied and reflected in the prices of things, rather than have a tax man specifically.</p><p></p><p>A question I would ponder, is how do you think the tax man would know what to collect? How does he know how many swords the weapon shop sold? A case can be made at the money changer, that could be government run, but regular shops would require a ton of paper work, that in a medieval society would be less likely (though we all know D&D society is more advanced that reality).</p></blockquote><p></p>
[QUOTE="Janx, post: 5153544, member: 8835"] Taxes opens up a can of worms. If you try to tax the PCs, they may go outlaw. It seems Thornir doesn't mind that outcome. The problem I have with that (and somebody will have a problem that I have a problem with that) is that it greatly changes the game. Some would say that's not the GM's business, but by adding the taxaxtion element, you are manipulating the game. So if the current party is a group of nice adventurers who live in town and do nice deeds, if you start taxing them, you may be able to drive them to outlawism (and they may even draw inspiration from Robin Hood). So a part of this impact of adding taxes, is that as a GM, you must accept that you have the ability to manipulate the players and the campaign, thus it is not "wholly' the players choice on what happens next. Money and economics are never fully modeled in an RPG. To do so would require mapping the history of every item and coin in the game, so you could manage supply and demand. Money just kind of appears as die rolls for NPCs, and treasure hordes hauled in by PCs. What impact there is, is kind of fudged, not modeled. So, to what end do you hope to achieve with adding taxation (or any kind of money thing) to the game? Odds are good, the real intent is to reduce the amount of money the PCs are carrying. The simplest way to do that is to offer them opportunities to spend it on more expensive things. Land, titles, businesses and have each of those pay out in intervals is one such solution. As Dasuul said, you can assume a sales tax is already levied and reflected in the prices of things, rather than have a tax man specifically. A question I would ponder, is how do you think the tax man would know what to collect? How does he know how many swords the weapon shop sold? A case can be made at the money changer, that could be government run, but regular shops would require a ton of paper work, that in a medieval society would be less likely (though we all know D&D society is more advanced that reality). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Taxing the Players - making it work in game.
Top