Simon Smith
2007-01-25 15:45:37 UTC
[Split from 'session report' thread]
characters truer to the Jedi ideal - in theory - but I don't think it would
have worked as well in practice. For example, if a character's cash supply
is limited in an online game, the common response is to stockpile treasure
that can be converted to cash as needed. The typical 'Jedi' would end up
filling his limited storage space with platinum ingots or something. Because
these games rarely take account of the ease of selling this stuff, you would
usually find that the character can still easily convert his platinum ingots
into cash whenever needed.
And while what you propose is just right for a Light Side Jedi, /in an
on-line game/ I don't see a strong reason why Dark Side Jedi characters
should be forbidden. And Dark Side Jedi would not face anywhere near such
strict limitations. I certainly wouldn't permit Dark Side Jedi in my own
games, but then I'm not charging people actual real money for the privilege
of playing.
In fact, while computers may make it easy to track every last credit a
character has, I'm not sure that's necessarily such a good thing for
roleplaying, especially in settings with a presumably heroic tone like Star
Wars or high fantasty D&D. I feel that characters in these settings
shouldn't care how much money they have, and they shouldn't really need to
care either. Even Han Solo didn't care that much how much money he had - he
just wanted to be rich. I hope you see what I mean.
Golden Heroes (superhero) characters had a Financial Resource Level stat
which quantified what resources a character had without needing to track
every last bit of cash. I'm wondering if this way of managing things might
be a better way of doing it. (n.b. having used gleichman's on-line example
to make my point, I want to switch perspective to consider conventional
off-line RPGs as well)
Briefly, a character with a very low resource rating owned the clothes on
his back, ate cheap food, sometimes had to sleep rough, and so on. A
character with a very high rating would have his own chauffeur and private
helicopter, would fly everywhere business class or on chartered flights,
would own multiple houses and the occasional chateau, and so on.
When a character needed something out of the ordinary - such as adventuring
gear - then the richer they were the easier it would be for them to obtain
what they wanted at short notice. Our poor character has to make do with a
rusty second-hand sabre, while the rich character has a jewelled rapier made
by his personal armourer. In extreme cases, a wealth 'skill roll' might be
needed, and getting too greedy might permanently depress a character's
wealth skill.
This way means you don't have to keep track of every last penny -
characters' living standards and available resources automatically 'track'
their current level of wealth, which can fluctuate a bit as time goes on.
Provided characters keep their wealth to themselves, the system seemed
to work well. It's also reasonably easy to grade items in terms of value and
rarity (as a first-pass approximation, just use a rough formula based on its
price), and that means you can produce a game mechanic that determines who
can obtain what, how easily, and how long it takes to be delivered. I would
also suggest that buying a 20GCr 2000-man battlecruiser ought to have a lead
time of six months or so even if you're so rich you can pay for it out of
petty cash, and that's another thing few games if any bother to model.
Problems may also come when a rich character obtains a job lot of goodies
and makes them freely available to other poorer party members - or indeed to
all comers. Perhaps one also needs a 'Party resource level', which is
roughly the average of the PCs' individual wealth. This represents a degree
of sharing, but without the rich character having to bankroll the entire
operation. IRL there are limits to the amount of largesse people feel able
to offer (or accept) and I think there should be some way to represent that
in-game.
Another issue which has to be handled is what happens when a poorer
character obtains a valuable item outside his normal price range. If it's a
fantastically jewelled sword, he may be able to sell it and possibly even
bump his wealth level up a notch (although doing so could also get him in
trouble), or keep it for the combat bonuses (and that could get him into
trouble too). OTOH if it's a starship with ongoing running costs, he may not
be able to afford to keep it and it may even impoverish him further.
This trick can also work well for characters like Jedi and paladins; you can
have a Jedi with a high resource 'skill' meaning he can get the items he
needs when he needs them, while still living a relatively simple existence.
So a rich Jedi and a poor Jedi can both live like monks, money does not need
to be explicitly tracked, and yet there is still some sense that financial
or material wealth are available resources.
I'd be interested in comments on running a game using generic wealth
'skills' rather than tracking every last coin, particularly how other GMs
would handle abuses and characters obtaining items outside their normal
financial means.
I shall also mention the RQIII wealth rules, which quantify the costs of
differing standards of living, and the resources characters have at each
level, something like:
360 per year - peasant, simple clothes, no armour, knife/club, plain food
...
3600 per year - journeyman, good clothes, leather armour, shortsword/cudgel,
good food
...
3600000 per year - king, sumptuous clothes, jewel-encrusted armour,
jewel-encrusted weapons, regular banquets
This too works well, because if a PC decides to literally 'live like a king'
for a few weeks, it's easy to tell roughly what it will cost him to do so.
When I played Golden Heroes, we used the game's wealth levels, and they
worked nicely for us. But like most superhero settings, GH is very
unconcerned with money, and I do wonder how well the same idea would work
elsewhere. Has anyone tried it?
I played Star Wars Galaxies for a number of years and engaged the official
forum over this same subject with Jedi, who while significantly different
should operate under many of the same concepts. There I defined a number of
'social' and 'behavior' limits that could easily be enforced by the computer
program running the game world- the resulting reaction was almost an exact
mirror of players in my games- "That's cool and it models the subject
perfectly, but I'm not going to run that more powerful character class
because it limits my actions too much". Which is exactly what I think should
be the reaction to a Paladin class.
http://soe.lithium.com/swg/board/message?board.id=ngejedi&message.id=23545&query.id=0#M23545
Short little thread it was, but the reaction was interesting.
That's an excellent little summary of what ought to be done to make Jediforum over this same subject with Jedi, who while significantly different
should operate under many of the same concepts. There I defined a number of
'social' and 'behavior' limits that could easily be enforced by the computer
program running the game world- the resulting reaction was almost an exact
mirror of players in my games- "That's cool and it models the subject
perfectly, but I'm not going to run that more powerful character class
because it limits my actions too much". Which is exactly what I think should
be the reaction to a Paladin class.
NIIICE. Would you happen to have a link to the relevant bit of the
discussion?
Sure.discussion?
http://soe.lithium.com/swg/board/message?board.id=ngejedi&message.id=23545&query.id=0#M23545
Short little thread it was, but the reaction was interesting.
characters truer to the Jedi ideal - in theory - but I don't think it would
have worked as well in practice. For example, if a character's cash supply
is limited in an online game, the common response is to stockpile treasure
that can be converted to cash as needed. The typical 'Jedi' would end up
filling his limited storage space with platinum ingots or something. Because
these games rarely take account of the ease of selling this stuff, you would
usually find that the character can still easily convert his platinum ingots
into cash whenever needed.
And while what you propose is just right for a Light Side Jedi, /in an
on-line game/ I don't see a strong reason why Dark Side Jedi characters
should be forbidden. And Dark Side Jedi would not face anywhere near such
strict limitations. I certainly wouldn't permit Dark Side Jedi in my own
games, but then I'm not charging people actual real money for the privilege
of playing.
In fact, while computers may make it easy to track every last credit a
character has, I'm not sure that's necessarily such a good thing for
roleplaying, especially in settings with a presumably heroic tone like Star
Wars or high fantasty D&D. I feel that characters in these settings
shouldn't care how much money they have, and they shouldn't really need to
care either. Even Han Solo didn't care that much how much money he had - he
just wanted to be rich. I hope you see what I mean.
Golden Heroes (superhero) characters had a Financial Resource Level stat
which quantified what resources a character had without needing to track
every last bit of cash. I'm wondering if this way of managing things might
be a better way of doing it. (n.b. having used gleichman's on-line example
to make my point, I want to switch perspective to consider conventional
off-line RPGs as well)
Briefly, a character with a very low resource rating owned the clothes on
his back, ate cheap food, sometimes had to sleep rough, and so on. A
character with a very high rating would have his own chauffeur and private
helicopter, would fly everywhere business class or on chartered flights,
would own multiple houses and the occasional chateau, and so on.
When a character needed something out of the ordinary - such as adventuring
gear - then the richer they were the easier it would be for them to obtain
what they wanted at short notice. Our poor character has to make do with a
rusty second-hand sabre, while the rich character has a jewelled rapier made
by his personal armourer. In extreme cases, a wealth 'skill roll' might be
needed, and getting too greedy might permanently depress a character's
wealth skill.
This way means you don't have to keep track of every last penny -
characters' living standards and available resources automatically 'track'
their current level of wealth, which can fluctuate a bit as time goes on.
Provided characters keep their wealth to themselves, the system seemed
to work well. It's also reasonably easy to grade items in terms of value and
rarity (as a first-pass approximation, just use a rough formula based on its
price), and that means you can produce a game mechanic that determines who
can obtain what, how easily, and how long it takes to be delivered. I would
also suggest that buying a 20GCr 2000-man battlecruiser ought to have a lead
time of six months or so even if you're so rich you can pay for it out of
petty cash, and that's another thing few games if any bother to model.
Problems may also come when a rich character obtains a job lot of goodies
and makes them freely available to other poorer party members - or indeed to
all comers. Perhaps one also needs a 'Party resource level', which is
roughly the average of the PCs' individual wealth. This represents a degree
of sharing, but without the rich character having to bankroll the entire
operation. IRL there are limits to the amount of largesse people feel able
to offer (or accept) and I think there should be some way to represent that
in-game.
Another issue which has to be handled is what happens when a poorer
character obtains a valuable item outside his normal price range. If it's a
fantastically jewelled sword, he may be able to sell it and possibly even
bump his wealth level up a notch (although doing so could also get him in
trouble), or keep it for the combat bonuses (and that could get him into
trouble too). OTOH if it's a starship with ongoing running costs, he may not
be able to afford to keep it and it may even impoverish him further.
This trick can also work well for characters like Jedi and paladins; you can
have a Jedi with a high resource 'skill' meaning he can get the items he
needs when he needs them, while still living a relatively simple existence.
So a rich Jedi and a poor Jedi can both live like monks, money does not need
to be explicitly tracked, and yet there is still some sense that financial
or material wealth are available resources.
I'd be interested in comments on running a game using generic wealth
'skills' rather than tracking every last coin, particularly how other GMs
would handle abuses and characters obtaining items outside their normal
financial means.
I shall also mention the RQIII wealth rules, which quantify the costs of
differing standards of living, and the resources characters have at each
level, something like:
360 per year - peasant, simple clothes, no armour, knife/club, plain food
...
3600 per year - journeyman, good clothes, leather armour, shortsword/cudgel,
good food
...
3600000 per year - king, sumptuous clothes, jewel-encrusted armour,
jewel-encrusted weapons, regular banquets
This too works well, because if a PC decides to literally 'live like a king'
for a few weeks, it's easy to tell roughly what it will cost him to do so.
When I played Golden Heroes, we used the game's wealth levels, and they
worked nicely for us. But like most superhero settings, GH is very
unconcerned with money, and I do wonder how well the same idea would work
elsewhere. Has anyone tried it?
--
Simon Smith
When emailing me, please use my preferred email address, which is on my web
site at http://www.simon-smith.org
Simon Smith
When emailing me, please use my preferred email address, which is on my web
site at http://www.simon-smith.org