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What could 5E do to make wealth worthwhile?
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<blockquote data-quote="Smackpixi" data-source="post: 9599381" data-attributes="member: 7028579"><p>The key is finding what players want to spend their time on, not what they want to spend their gold on. </p><p></p><p>Maybe they want to build a Keep so they can have a Keep and we can do the mini game for that. And there are lots of ideas out there on the costs for bases and stuff, but not a lot of them out there for why they’d want one other than just collecting stuff like Keeps. But if they need a Keep, and a fully staffed one, to control the Goblin situation on the southern peninsula to earn the trust of the King, so the King will loan out the Legendary Mind Flayer Slaying Sword so they can chew the colony of them slowly draining the brain of the Gold Dragon who knows the last known location of the Crown that when placed on the rightful kings head will restore the kingdoms soil to full fertility, we’re on to something.</p><p></p><p>Many PCs are happy sleeping on the forest floor to go on more adventures and finding gold is meaningless. They find story reasons, what happened to so and so’s brother, are really the only things that pull them in one direction rather than another. So you need to find non-intrusive ways to make gold and treasure a motivating force. Some players may like the “mini-game” of buying social influence fun, lots of talking to people and getting their brothers a manor (maybe they buy it, maybe they just clear it of orcs, maybe they pay the orc to leave) and all that, lots of ways to pay for parties and political campaigns to curry favor that influence that will get you an audience with someone that knows a thing, or that can permit a thing. If your players are into that social questing thing, great, but not all are.</p><p></p><p>You don’t have to make magic items “for sale” in your world, but perhaps they can still be purchased. Like a Ferrari, or Patek Philippe watch, you can’t just show up an buy one, the list of people with the funds to buy one is longer than the supply, you must first demonstrate you are worthy of buying one. And so they can indeed buy a +3 thing, but that requires demonstrating they know how to use a +2 thing, and obtaining that requires demonstrating utility with the +1 thing. Or maybe bribing to bypass. </p><p></p><p>It’s all about giving gold a use that the players want to use it on to forward what they’re interested in and not making it a tax, but a real reward. So the players have choices, they could team up with the thieves guild to rob the corrupt bishop and get 20k GC to set up a keep to clear the southern peninsula of goblins or they could get the kitten out of the tree, which curry’s favor with Sandra who’s brother is friends with the leader of the goblins on the southern peninsula so you learn they are robbing caravans it get a 5k stack for xyz so you can just bribe them out for 5k you already have or you can just go kill them all and take home the 1k the goblins have already stolen.</p><p></p><p>To make gold matter, it’s got to be useful to move the world/story which is what the players are more than likely actually interested in. Downtime stuff is great, other than “penalty” ideas like gold to gain levels, if players want to to them. It’s all got to be a currency used in table activities the players are interested in spending time talking about, and obtains it is they byproduct of ding things they want to do, not a grinding activity.</p></blockquote><p></p>
[QUOTE="Smackpixi, post: 9599381, member: 7028579"] The key is finding what players want to spend their time on, not what they want to spend their gold on. Maybe they want to build a Keep so they can have a Keep and we can do the mini game for that. And there are lots of ideas out there on the costs for bases and stuff, but not a lot of them out there for why they’d want one other than just collecting stuff like Keeps. But if they need a Keep, and a fully staffed one, to control the Goblin situation on the southern peninsula to earn the trust of the King, so the King will loan out the Legendary Mind Flayer Slaying Sword so they can chew the colony of them slowly draining the brain of the Gold Dragon who knows the last known location of the Crown that when placed on the rightful kings head will restore the kingdoms soil to full fertility, we’re on to something. Many PCs are happy sleeping on the forest floor to go on more adventures and finding gold is meaningless. They find story reasons, what happened to so and so’s brother, are really the only things that pull them in one direction rather than another. So you need to find non-intrusive ways to make gold and treasure a motivating force. Some players may like the “mini-game” of buying social influence fun, lots of talking to people and getting their brothers a manor (maybe they buy it, maybe they just clear it of orcs, maybe they pay the orc to leave) and all that, lots of ways to pay for parties and political campaigns to curry favor that influence that will get you an audience with someone that knows a thing, or that can permit a thing. If your players are into that social questing thing, great, but not all are. You don’t have to make magic items “for sale” in your world, but perhaps they can still be purchased. Like a Ferrari, or Patek Philippe watch, you can’t just show up an buy one, the list of people with the funds to buy one is longer than the supply, you must first demonstrate you are worthy of buying one. And so they can indeed buy a +3 thing, but that requires demonstrating they know how to use a +2 thing, and obtaining that requires demonstrating utility with the +1 thing. Or maybe bribing to bypass. It’s all about giving gold a use that the players want to use it on to forward what they’re interested in and not making it a tax, but a real reward. So the players have choices, they could team up with the thieves guild to rob the corrupt bishop and get 20k GC to set up a keep to clear the southern peninsula of goblins or they could get the kitten out of the tree, which curry’s favor with Sandra who’s brother is friends with the leader of the goblins on the southern peninsula so you learn they are robbing caravans it get a 5k stack for xyz so you can just bribe them out for 5k you already have or you can just go kill them all and take home the 1k the goblins have already stolen. To make gold matter, it’s got to be useful to move the world/story which is what the players are more than likely actually interested in. Downtime stuff is great, other than “penalty” ideas like gold to gain levels, if players want to to them. It’s all got to be a currency used in table activities the players are interested in spending time talking about, and obtains it is they byproduct of ding things they want to do, not a grinding activity. [/QUOTE]
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