Richer or Poorer?

I kind of feel like a bit of a stranger on this blog these days. I haven’t posted it so long I almost feel like I should introduce myself, but I won’t go that far.

My big problem is that my group will not move over to RMU, and although we continue to play RMC, we have our rules down to a pretty solid base for us, so it doesn’t really generate may questions, and it is those questions that inspire the best blog poists as we explore possible answers.

I have one thing that I have been thinking about recently, and I thought it could be of interest, and that is money.

The issue has come up twice in two concurrently running games. One is my RMC game, and the other is a Traveller campaign I am playing in.

Rolemaster

In my RMC compaign I only have two players, and both are playing fighters. There was a third player playing a rogue, but they dropped out when the game started to class with their local wargaming club, and wargaming was more their thing than roleplaying. The rogue has stayed with the party as an NPC, just incase the player ever comes back, but it looks unlikely and I would not go out of my way to save the NPC if something bad befell them.

There is also an NPC Channeling Healer. This healer is a centaur and weighs something like 900 lbs. This is not by accident. I gave the players a previous NPC healer, and one of the players stuck to the healer like glue. They became incredibly risk-averse and would avoid anything vaguely dangerous if the healer was not with them. That healer died in an ambush. They went with out a healer for a while, but RM combat with no magic and no healing is tough. There are three plotlines running through this campaign which is essentially a sandbox, all three plots are slowly advancing with or without the players involvement. They started exploring one thread and this centaur healer was supposed to be a great source of lore to explain some of the threats the team could face, but within minutes of meeting the healer, the team decided on their own that they didn’t want to go any further down that route and went off looking for more adventure elsewhere and they never posed any of the questions that the NPC could have answered.

A couple of adventures later, the team were delving into a strange underground dwarven temple complex. These dwarves were bleeding demons of their blood, and then drinking it to gain supernatural powers, but unfortunately they had a tendency to explode. The flasks of blood would explode if dropped, but a dwarf that took a bad critical would also explode. They tended to go very red in the face first and then boom! Essentially, any critical that delivered 3 or more rounds of stun triggered an explosion which I resolved on the Fireball critical table. This delve remains one of the best remembered sessions of the campaign so far.

Much of the temple could only be reached by rappelling down from floors above, which meant that their centaur healer could not come with them.

At that point I decided that I was going to give the characters some solid gold bars as treasure. These are the great big bars that you see in hollywood heist movies.

These are the kind of bars that people struggle to give you change for.

The characters let the treasure be seen by some farm workers as they were coming out of the temple, and rumours soon spread.

When they got to the next town, the mayor would not allow them in unless the gold was locked away in the town’s strongroom. That much gold could destabilise the economy. They could have it back when they left, and a banker in the town would honour drafts drawn against it.

So the team have had this store of gold and have used it to buy magical herbs which has then given them the ability to self heal even when away from their healer. Everything is good, and the team have kind of lost track of how expensive herbs can be and the rate at which they are spending their fortune. They had 48,000gp originally, and are now down to less than 3,000gp. There are some herbs, especially in the lifegiving/keeping area that they could no longer afford, and the rate they go through simple concussion healing and stun relief herbs burns hundreds of gold pieces each battle, or not far off that.

In this case, I was dubious about giving such a huge treasure, but I knew what I hoped to achieve, and it has done its job. It is nearly spent, but in the intervening time, they have leveled up and gotten tougher, and their healer has leveled up to 8th level and is more capable. The PCs are not 7th level.

I don’t think I would do it again in this game, but it certainly worked because the town was a major trading post so herbs from many biomes were available so they had money to spend and things to spend it on.

Traveller

We recently started playing Mongoose Traveller 2e. One of the first games our group started playing together back in the 80s was classic traveller so this brought back some fond memories. I have played many of the traveller editions, all except d20 traveller I think. I also play Cepheus System and have just picked up FTL Nomad, but haven’t read it yet.

Our GM is both roleplayer and wargamer, and tends toward being a min/max power gamer when playing.

Our team was lucky enough to get a Scout Ship as a mustering out benefit. This is a pretty basic but functional spaceship loaned to the character on the premise that the Scout Service will ask for favours in return, typically ‘off book’ missions they cannot do with serving scouts, or missions that need a quick response and their are no active scouts in the area but the players are close by. The scout ship in the book has no guns. It has an empty turret so that guns can be added, but as about the cheapest laser costs something like half a million credits and a typical mission reward is suggested to be Cr.10k, you can imagine that arming a ship is a major investment. Exceopt that our GM wants to be able to run space battles because he is a keen wargamer, so he gives us a beam laser (the most basic weapon) for free.

We do a couple of missions, the first one a bought adventure and the second was homebrewed. The made a success of the first one, but we got nearly wiped out partway into the second one because we were completely unprepared for fighting military robots, and that is what caught us by surprise. We escaped from that. All but one of the team members are hospitalised, and we need a new plan (which is better than needing new characters). Our patron suggests that he needed some supplies bought in from a different planet, we could do that supply run, and maybe some speculative trade along the way, and we could pick up some military grade weapons and armour and then both better informed, armed and armoured we could finish his mission. It sounded good so off we went.

Of course we run into pirates, and this is the GMs first chance to run a space combat and we absolutely wipe them out. The traveller ship design rules are overly balanced in my opinion. It is a case of the more money you spend the better the ship is likely to be in every way. If the values are near identical then the mass of the ship is the next most important factor as bigger ships can absorb more hull damage than smaller ships. If the price tag and the tonnage are comparable, then the number of ships is the next biggest factor. The number of guns a ship can mount is limited by its tonnage, at a rate of one turret for every 100 tons of mass. Small craft like fighters do not obey that rule and can mount one weapon regardless of their hull displacement. So a 100 ton scout has 1 hardpoint but three 5 ton fighters would be able to carry three guns. Our first fight was our MCr40, 100-ton scout ship vs three small craft totallying MCr25, 25 tons spread between all three ships. It was of couse no contest, and that may have been intentional. It was a case of one hit/one kill against the small craft, whereas they struggled hit us, and if they did out armoured ship absorbed most of the damage.

And then the money trouble slipped into the game. The salvage on those three ships came to about 5 million credits.

Just for comparison, the best armour in the books costs less than half a million, and the best weapons are probably less than Cr100k. You could kit a character out in quite exceptional gear, some of the best weapons and armour, and all the best supportive tech, for under quarter of a million if you just ignored the restricted stuff like battle dress or powered armour and personal fusion weapons.

We suddenly had nearly the best of everything. In Traveller, your gear is incredibly important. It can take you four years to learn a skill to +1, but the right computer program can give you a skill of +2 instantly.

So geared up to our ears, we went back down into our enemy military bunker to complete our mission, and despite them knowing we were coming we wiped the floor with the place and I am not sure anyone took any damage at all until the big boss fight at the end.

From there, we are so over tough that the GM has to send super-equipped opponents against us, which means their gear is worth more when we sell it. At its height, our fortune peaked at about MCr.75.

You can just see the GM struggling to find ways to take money off us, or find ways of neutralising our technological advantage, fortunately traveller gives each work a law level and tech level which restricts what gear we can carry, but even then, we have the best of the best of what is legal. We are simply too rich. I also think that it all points back to giving us that free laser in the spaceship right in the beginning. Without the gun, we would have had to run from the space battle or try and board and fight, but we could only have boarded one of the ships because the other two were fighters. Everything we could have gained from the encounter shrinks once you take away that ship’s gun.

This is not a systemic problem with traveller. None of the starting spaceships that characters can get are armed as per the rules, The odds are against a character having a ship at all. Teams without a ship have to buy passage when they move from world to world and buying passage depends on what they can afford and what is available. The cheapest travel only comes with a 10kg luggage allowance and that is going to strip away an awful lot of excess equipment if the team have little choice but take that option.

This is a case of an overly generous GM without a clear grasp of the impact of having too much money does to a game. No one wants to be a stingy GM where the rewards are no reward at all, but going too far the other way can be an equally damaging experience, and harder to fix.

3 Replies to “Richer or Poorer?”

  1. First of all, welcome back to the blog! 🙂

    Being a Rolemaster blog, any insights you can share about how things are different in other games, also seem of interest.

    Regarding money, in my RMU campaign I’ve used the VsD approach, to make money less relevant. The party has a “wealth level” and any single purchase of stuff below their wealth is fine, but multiple purchases at once risk lowering their overall wealth. Items only have a wealth value, that only ranges between like 1 and 5, so no need to keep track of coins.

    This is nice to keep the focus on the adventures. The GM knows that you are level 1 wealth, then minor stuff is covered, but you can’t purchase nice clothes or get multiple rooms in an inn. You find a treasure that raises the party wealth to level 3, then you won’t be worrying about, food, normal items or lodging anymore.
    It’s not perfect, nothing is, but in your case the GM would have seen that the party was starting with (or raising to) a wealth level that made any purchase irrelevant. Also, please don’t quote me on the rules, but the basic idea is something like that.

    1. Call of Cthulhu has a character attribute for wealth and status, and depending on what band you fall into there is a profile of what kind of things characters can afford out of hand and what they could afford as a major purchase. As the characters gain rewards their wealth attribute can increase. That is a very different game though. You would look very strange walking though Arkham carrying every thing you owned including three rifles, seven pistols, and a backpack of sundries. You are more likely to spend money on plane tickets or trains, or on bidding in an auction for a rare antiquity.
      Rolemaster leans into its crunchy side normally, so I cannot see much appetite for doing away with mithril, platinum, gold, silver, bronze and tin pieces, and gleeful GMs asking players how they intend to carry all that dragon hoard.

  2. I’m of two minds/styles on this subject. I thoroughly enjoy the players start of their “Hero’s Journey” which I feel is generally levels 1-7th or so. In these early levels the acquisition of resources, goods ad items is an integral part of the adventuring process and the players get real enjoyment in upgrading their kit.

    OTOH, in the higher level adventures like “Legends of SW”, I run it similarly to Voriig and don’t get bogged down in the minutia of general equipment & supplies and it’s assumed that any needed equipment is at hand barring some plot elements.

    With that said, unless the PC’s are really just homeless vagabonds they should acquire property and/or need storage, guild memberships, library access, religious tithing, retainers and followers and a host of other “subscriptions” that act as money sinks. Repairs and Maintenance is a real expense! My group owned a skyship and between crew costs, maintenance, port fees and docking it ended up being quite costly!

    And finally it’s been discussed on this blog about “priceless items”. Things so rare or with such historical import that no value can really be ascribed to them and there is no real market to sell or liquidate. So while the adventures could have incredibly valuable artifacts or heirlooms it doesn’t really provide them wealth if they can’t be sold.

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