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General Tabletop Discussion
*TTRPGs General
Taxing the Players - making it work in game.
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<blockquote data-quote="SiderisAnon" data-source="post: 5154619" data-attributes="member: 44949"><p>I enforce tithing in pretty much all my games. (About the only ones I haven't were ones years ago where I knew the player couldn't handle the idea of a religious tax without going ballistic.) In almost every game, characters who are part of a holy order would be expected to tithe in some fashion, whether that's gold coins, treasure items, or creating/donating magic items. In any game I run where the church is a strong force, everyone pays a tithe or ends up with social repercussions.</p><p></p><p>I tend to run a more "real world accurate" game. It's certainly not a full and true simulation because it is just a game. However, I like mixing in numerous elements of history. So, since in European history the church would charge a tax on every member of the community and could choose to charge taxes for special projects sometimes, I incorporate it into the game. I also generally run with the kind of players who like and expect this kind of level of details. They generally end up owning land, doing trade, financing businesses, or somehow else being involved in the local economy, so the details help the game.</p><p></p><p></p><p>(As a side note, the idea of a church tax on every person doesn't work as well in the "typical" D&D society where there are numerous deities and they are all in competition with each other. The Catholic church was a major political and economic power, so it could get what it wanted. The Church of Zeus might be respected, but when there's a Church of Odin and a Church of Ra just down the street, the power tends to be divided up among the churches unless they are organized as a single church that worships multiple deities.)</p></blockquote><p></p>
[QUOTE="SiderisAnon, post: 5154619, member: 44949"] I enforce tithing in pretty much all my games. (About the only ones I haven't were ones years ago where I knew the player couldn't handle the idea of a religious tax without going ballistic.) In almost every game, characters who are part of a holy order would be expected to tithe in some fashion, whether that's gold coins, treasure items, or creating/donating magic items. In any game I run where the church is a strong force, everyone pays a tithe or ends up with social repercussions. I tend to run a more "real world accurate" game. It's certainly not a full and true simulation because it is just a game. However, I like mixing in numerous elements of history. So, since in European history the church would charge a tax on every member of the community and could choose to charge taxes for special projects sometimes, I incorporate it into the game. I also generally run with the kind of players who like and expect this kind of level of details. They generally end up owning land, doing trade, financing businesses, or somehow else being involved in the local economy, so the details help the game. (As a side note, the idea of a church tax on every person doesn't work as well in the "typical" D&D society where there are numerous deities and they are all in competition with each other. The Catholic church was a major political and economic power, so it could get what it wanted. The Church of Zeus might be respected, but when there's a Church of Odin and a Church of Ra just down the street, the power tends to be divided up among the churches unless they are organized as a single church that worships multiple deities.) [/QUOTE]
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