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sinistersnare | 2 years ago

I had a couple strategies

1) Do not give too much wealth to PCs. Keeping the heroes poor is a kind of dramatic tension that not many campaigns explore!

2) Give them ways to spend their money! If the PCs need to go to an island, make the waters dangerous, and drive the price of the safer boat up. The danger is not fully evaded, but perhaps now they have a crew to help in any encounters. The party of course is always free to think of more creative ways around.

Make sure you as a DM always have an idea of the goals of the PCs, that includes economically. If a PC is aiming to purchase a nice item, keep that in mind when doling out gold, but always be sure to keep dramatic tension of the economy in place.

discuss

order

IggleSniggle|2 years ago

An alternative to keeping PCs poor is to make them "rich-poor." They are effectively so rich that money does not matter, but the setting is such that there is nothing they can buy that will make them better off. When they reach a town, they can always afford to do whatever they like (when it comes to coin), but they might not be able to afford the narrative consequences of their choices.

The key aspect of "keep them poor" is really just "limit the availability of upgrades." In a desolate world, there's nothing to buy. With super-hero tier PCs, even in an abundant city, there's nothing to buy that matters that doesn't also come with knock on consequences.

jprete|2 years ago

This is 5E's default strategy, but I don't think it works well - it means that the PCs becoming rich will remove, rather than add, gameplay. They won't spend any time thinking about paying for necessities of life, but there won't be much else to do with gold, nor any reason to go after it.

(It's sort of like the 5E Ranger. 5E has a bunch of wilderness survival rules, spells, etc. that can be used for campaign gameplay - but one Ranger in the party makes most of them irrelevant. The Ranger player will get personal satisfaction from using those abilities for a handful of minutes per campaign, then all of it will be forgotten.)

pclmulqdq|2 years ago

This sort of thing only works with relatively inexperienced PCs, who don't realize that 1000 GP can hire all of a typical town for a few weeks to do almost anything, no questions asked. That quantity of hirelings is a relatively effective replacement to magic items. All you have to do afterward is turn combat problems into non-combat problems, which is relatively easy if you can think outside the box.

Need to clear a dungeon? Divert the nearest river to flood it and then use some other means (magical) to clear out the water.

Need to cross a bridge guarded by trolls? The new bridge you build won't be guarded by anyone.

djur|2 years ago

In practice I've found this strategy to be pretty frustrating as a player. If treasure is going to be part of the campaign, give me something to spend it on. If it isn't, don't bother -- but in a system like D&D, you need to then provide an alternate method for obtaining equipment and upgrades.

glitchc|2 years ago

This unfortunately can kill a great deal of incentive for the player. If there's nothing to look forward to, there's no dopamine hit. While too many dopamine hits are clearly bad, the absence of a reward can lead to a very boring game. There's a balance there somewhere.

mcv|2 years ago

I'm thinking about a system where you slowly accumulate stress and money, and you need to spend the money (on carousing, helping the poor, or other expensive habits) to get rid of the stress.

My goal would be to have lots of money moving through their hands without them being able to hold onto it for long.

I also remember an article from the 1980s that recommended having thieves steal their money if they got too rich. That sounds a bit unfair to me, although maybe it could work as part of a system there they stay at increasingly more expensive lodgings in order to keep their accumulating wealth safe.

jstarfish|2 years ago

> an article from the 1980s that recommended having thieves steal their money if they got too rich. That sounds a bit unfair to me, although maybe it could work as part of a system there they stay at increasingly more expensive lodgings in order to keep their accumulating wealth safe.

IIRC this was a frustration of mine with Rimworld. It was annoying and made wealth very toxic. The more you had, the more frequently (and more powerful) thieves showed up and wrecked your shit.

I didn't even have nice things, I just polished the floors so colonists wouldn't be so miserable with bunker life but apparently that raised collective wealth to the point of inviting raids.

LaffertyDev|2 years ago

Check out Blades in the Dark -- it has _exactly_ this mechanic! (And is also my favorite RPG system)

breischl|2 years ago

>having thieves steal their money if they got too rich

Money attracts that kind of thing, even in the real world. There's a reason rich people have guards. Also bodyguards - I was just listening to a podcast about how a fairly rich (and flashy) drug dealer got kidnapped and ransomed because he didn't think about what a target he was. Obviously more challenging when you're talking about heroes who are personally formidable, but think about friends, family members, retainers, etc.

awithrow|2 years ago

I've always wanted to run a campaign that does the opposite: give them an obscene amount of wealth.

First problem would be how do they even transport, store, and guard it without being jumped, ripped off and robbed? Did they think millions of coins would fit in a few sacks?

Maybe a "No Country For Old Men" type situation? Sure they're rich as kings but there are more powerful beings that know about their wealth and they are coming.

caseysoftware|2 years ago

Another fun approach is to make THEM the target of other groups.

It's cool to have a pile of gold and treasure until you have to figure out how to protect it:

- banks are few and far between and how much is "too much" for a bank?

- does the local lord or king appreciate rich, unchecked groups active in their area?

- bands of thieves are great but what about another group of adventurers?

- if their wealth is truly amazing, do rumors make it to a dragon's ears?

Odds are, the party has figured out how to break into and raid many dungeons and keeps. What happens when they have to secure one?