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The economy of a Celestial campaign
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<blockquote data-quote="Spenser" data-source="post: 1593164" data-attributes="member: 5311"><p>I'm about to start running a new campaign where the players are agents of the celestials. They travel the multiverse writing wrongs, unravelling fiendish plots, helping mortals in need, and generally Kicking Butt For Goodness. </p><p></p><p>My question is, what to do about the campaign's economy? Planar-travelling celestial agents would probably think of gold and gems as mostly irrelevant. This mindset is probably true even for non-celestial extraplanar entities -- once you've seen one palace of pure gold or forest of emerald, you've probably seen them all. Filthy lucre is fine for influencing greedy mortals, but most extraplanar entities are interested in other things. Certainly demons and devils have an active economy based on larvae, and presumably most outsiders value magic items and knowledge.</p><p></p><p>But what would celestials value? Good deeds? "Holy Energy" derived from mortals? I think the question of an economy, even a very abstract one, can't be avoided from a gameplay standpoint. Sure, the PCs can simply find more powerful items in their travels, and their superiors in the Celestial Host can simply grant them better items as they go on more dangerous missions in the future. But without some sort of liquid currency, how can we really keep track of what sort of equipment they can "afford" from the Celestial Armories? </p><p></p><p>So: how can we create an economy that is abstract enough for proper Celestial roleplaying, but concrete enough to make sure that the PCs are properly equipped for the challenges they will face? All suggestions are most welcome.</p></blockquote><p></p>
[QUOTE="Spenser, post: 1593164, member: 5311"] I'm about to start running a new campaign where the players are agents of the celestials. They travel the multiverse writing wrongs, unravelling fiendish plots, helping mortals in need, and generally Kicking Butt For Goodness. My question is, what to do about the campaign's economy? Planar-travelling celestial agents would probably think of gold and gems as mostly irrelevant. This mindset is probably true even for non-celestial extraplanar entities -- once you've seen one palace of pure gold or forest of emerald, you've probably seen them all. Filthy lucre is fine for influencing greedy mortals, but most extraplanar entities are interested in other things. Certainly demons and devils have an active economy based on larvae, and presumably most outsiders value magic items and knowledge. But what would celestials value? Good deeds? "Holy Energy" derived from mortals? I think the question of an economy, even a very abstract one, can't be avoided from a gameplay standpoint. Sure, the PCs can simply find more powerful items in their travels, and their superiors in the Celestial Host can simply grant them better items as they go on more dangerous missions in the future. But without some sort of liquid currency, how can we really keep track of what sort of equipment they can "afford" from the Celestial Armories? So: how can we create an economy that is abstract enough for proper Celestial roleplaying, but concrete enough to make sure that the PCs are properly equipped for the challenges they will face? All suggestions are most welcome. [/QUOTE]
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