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<blockquote data-quote="Nytmare" data-source="post: 5820756" data-attributes="member: 55178"><p>I'm trying to figure out the best way though to <strong>make sure</strong> that money stays a motivating factor. We are trying to play a game where the characters initial motivations are to explore to get money so that they can explore better so that they can get more money. It isn't a side game of Papers and Paychecks, that's the underlying "game" part of this particular game. </p><p></p><p>They want to explore, and then, once the exploration is done, they conquer the wilderness, and put in a road, and build up a town, and protect the trade route, and run a city. The players will grow to have personal stakes in things, they just aren't starting the game with them. </p><p> </p><p>Parcels will be smaller because the levels are longer, and because money is coming in from other places. Risking the ruins doesn't guarantee payment, and not catching the paymaster would mean that they go without the 2 weeks they've earned since they last saw him, and go another 2 weeks before they see him again. What's the point in gambling 4 days of pay against 4 weeks of being flat broke? </p><p></p><p></p><p></p><p>They are. They're a rough and tumble group of wet behind the ears scouts and cartographers. We always build with the starting point of the story in mind, and make the characters as a group first, not as random individuals thrown in together by fate.</p></blockquote><p></p>
[QUOTE="Nytmare, post: 5820756, member: 55178"] I'm trying to figure out the best way though to [B]make sure[/B] that money stays a motivating factor. We are trying to play a game where the characters initial motivations are to explore to get money so that they can explore better so that they can get more money. It isn't a side game of Papers and Paychecks, that's the underlying "game" part of this particular game. They want to explore, and then, once the exploration is done, they conquer the wilderness, and put in a road, and build up a town, and protect the trade route, and run a city. The players will grow to have personal stakes in things, they just aren't starting the game with them. Parcels will be smaller because the levels are longer, and because money is coming in from other places. Risking the ruins doesn't guarantee payment, and not catching the paymaster would mean that they go without the 2 weeks they've earned since they last saw him, and go another 2 weeks before they see him again. What's the point in gambling 4 days of pay against 4 weeks of being flat broke? They are. They're a rough and tumble group of wet behind the ears scouts and cartographers. We always build with the starting point of the story in mind, and make the characters as a group first, not as random individuals thrown in together by fate. [/QUOTE]
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