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What's the point of gold?
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<blockquote data-quote="MoonSong" data-source="post: 6554621" data-attributes="member: 6689464"><p>This is perfectly good, when you are on a sandbox, but with other kind of games there's just no time to indulge in mini-quests on demand without straining verisimilitude. And keeping track of that many pennies takes time away from the actual roleplaying. </p><p></p><p></p><p></p><p>You don't need real state in order to immerse the players into the world, like I said I want to allow my players to buy magic items, but that has nothing to do with the kind of scenarios we play, out of the three games I'm running, only one features dungeons, and it is the only one where I'm going to stick to the magic items as treasure. The other two are story-based but player driven. </p><p></p><p>As for time, way to assume I even have one of those last-gen consoles, all I have in hand is an old xbox my brother gave me when he moved out, and I mostly use it as a DVD-player when I have time and feel like it. One thing is to dedicate time to develop a world and a consistent story and prep for the games. One very different is to invent a system from scratch. </p><p></p><p></p><p></p><p>It is only for making and selling MIs, not for buying them. The problem I have with them is they are extremely fiat based, and I don't have the time nor the will to micromanage my players in that regard and in that scale. </p><p></p><p></p><p></p><p>But they say nothing about how much those items are equivalent and how equal players will be with them in their hands, because the point of allowing them to buy magic items is so they can enjoy them, not to make one of them more powerful than the others, if a dose of sovereign glue is way more expensive than a tome of clear thought, the player going for the first is not going to be equivalent to the later, and that is not fair.</p></blockquote><p></p>
[QUOTE="MoonSong, post: 6554621, member: 6689464"] This is perfectly good, when you are on a sandbox, but with other kind of games there's just no time to indulge in mini-quests on demand without straining verisimilitude. And keeping track of that many pennies takes time away from the actual roleplaying. You don't need real state in order to immerse the players into the world, like I said I want to allow my players to buy magic items, but that has nothing to do with the kind of scenarios we play, out of the three games I'm running, only one features dungeons, and it is the only one where I'm going to stick to the magic items as treasure. The other two are story-based but player driven. As for time, way to assume I even have one of those last-gen consoles, all I have in hand is an old xbox my brother gave me when he moved out, and I mostly use it as a DVD-player when I have time and feel like it. One thing is to dedicate time to develop a world and a consistent story and prep for the games. One very different is to invent a system from scratch. It is only for making and selling MIs, not for buying them. The problem I have with them is they are extremely fiat based, and I don't have the time nor the will to micromanage my players in that regard and in that scale. But they say nothing about how much those items are equivalent and how equal players will be with them in their hands, because the point of allowing them to buy magic items is so they can enjoy them, not to make one of them more powerful than the others, if a dose of sovereign glue is way more expensive than a tome of clear thought, the player going for the first is not going to be equivalent to the later, and that is not fair. [/QUOTE]
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