...and taxes

Continuing on from my previous post; let's talk money.

The TL;DR

  • Don't waste time on resources like money unless it matters

  • Splash money at players

  • Limit the availability of magic for coin

  • Use their wealth as story fodder

Where is the tension?

I generally don't worry about most resources in my games unless they're going to be a source of tension. If a player has regular access to re-supply and no difficulty with making the purchase, I don't see any real value in keeping track of things like arrows or trail rations or the money they spend on them.

For those of you calling out for realism, I'd be genuinely curious how often you roleplay your character washing their clothes, cutting their hair or trimming their nails.

In a zombie survival game, I give out toy plastic bullets to represent the very short supply of ammo available. Players then have to hand each one over as they fire. Players get very twitchy about shooting at anything when they don't have many bullets left. I've honestly never seen a table get as excited; not for a dragon's hoard of coin or piles of magic items as I did a table with just two bullets left when they found an extra twenty.

Only one of these resources has value in the zombie apocalypse

Money is a little different but I have pretty much the same view. If it doesn't add to the tension I'm really not interested in tracking it or managing it too closely.

Remember though that players don't just use money to buy stuff for its own sake, they also use it to send signals about their character. The noble will spend small fortunes on expensive dress in the latest fashions, the humble cleric will donate all they have to the good works of the church and a rogue will cross the street to pick up a single coin (even if it is in someone else's pocket right now). These are great character moments so it's worth providing the players with specific amounts of coins.

Make it rain

With the above in place feel free to throw fortunes at the players. Let them scoop up a dragon's hoard, seize the gems stolen by the bandits, find the cache of coins hidden by the thieves guild and steal from the abandoned temple.

Give your players all the shiny they could ever want

Particularly with items that don't improve their capabilities, let your players go crazy buying pretty much anything; houses, boats, wardrobes, fine wine, art, horses, carriages, jewellery, gem-encrusted weapons, palaces, trade goods, watchtowers. Give your players free rein and let them have fun with the wealth.

Magic Shop

With what I said above the one problem that can occur is when players expect to be able to improve their capabilities in dramatic ways by buying magical equipment. I prefer magic items to come with history as I mentioned in my post on magic items so I don't tend to have +1 swords just lying about for sale.

I generally allow the purchase of some simple magic potions or one-use items, but beyond that magical equipment is so rare its almost always hard-won. In the rare cases when a magic item can be bought I ensure I set a very high price based on the money the party have available.

The hook in the bait

Once the players have had fun with vast sums of money you've rewarded them with its worth considering what new stories this wealth might introduce.

Where did the gold come from? Any number of people might come looking for a piece of that wealth, either because it was theirs to start with, they're claiming it was, or they just think they can take it off the characters - just look at the end of the Hobbit.

Then there's the monarchy who will clearly want some tax paid (difficult if they've already spent it), charitable organisations who might look for a donation, churches who expect a tithe, upkeep costs and wages.

From storms at sea and town fires to forged writs of ownership and robberies, there are any number of ways to make the things players spend their money on into hooks for the next great adventure...

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Spread those wings

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Nothing is certain except for death...