First off: This is not for everyone! Most (if not all) of you like bookkeeping, and keeping track of even the most miniscule amounts of Nuyen, and I applaud you. Just keep doing what you're doing, and move along.
My players and I all agree: we're tired of our games eventually turning into more resource management than actual roleplaying. We've discussed and agreed to implement a more abstract Wealth system, inspired by the same system in D20 Modern. I've been mulling over some ideas, and figured setting it as a straight Attribute (Like Edge) would be the best way to do it, and somehow compare it against gear availabilities.
Has anyone else had experience with using such a system in Shadowrun, and if so, what were your methods and results?
For little things like soybeer and club entrence fees I include it into lifestyle costs. Money is only subtracted for gear, bribes, and rent.
Considering that resources can range from 0 to 50 points, that is pretty on par with attributes which have the start at 1 and max at 6. The only difference is that a 6th point would cost 25points where it doesn't in this case.
Our group has never tried anything like that, but it seems like it could work well. You could roll Wealth + Negotiations to get an item or something.
Very interesting idea!
| QUOTE (Lagomorph) |
| Our group has never tried anything like that, but it seems like it could work well. You could roll Wealth + Negotiations to get an item or something. |
| QUOTE (Lagomorph) |
| Considering that resources can range from 0 to 50 points, that is pretty on par with attributes which have the start at 1 and max at 6. The only difference is that a 6th point would cost 25points where it doesn't in this case. |
To keep it in line with other stats, you'd want to start it off at 1 = street and have 6 at luxury. That'll allow critters and paracritters to have a wealth of 0, which is to say, actually nothing.
Lagomorph. Street is actually nothing. You eat out of the trash, you sleep wherever you can get a space and your security is whatever personal weapons your carrying (not included in lifestyle cost), sounds like how stray animals live to me.
It would work well for many of the variant team types but not for shadowruners.
Shadow runers work for money, why work for money when you have a wealth stat. you could say your wealth stat represents what you get paid but what happens when the teem contains a hyper efficient samy with wealth 1 and a wanabe with no useful skills and wealth 5, think the samy will be a little upset (in charicter) that he is getting paid so much less when he is all but carrying the newbie
It would however be worth wile for any game where your on a regular retainer such as special forces, loan star, corporate security or dock wagon campaigns.
I have found the Wealth system in D20 to be almost unworkable. I don't have the book in front of me, but as I recall, anything with a DC equal to or less than your Wealth you could automatically acquire. Anything with a cost higher than your Wealth required a D20+Wealth roll to acquire, and reduced your Wealth score by an amount determined by how much higher the cost was than your Wealth.
So if you have a Wealth 7 and a hotel room costs 6, you can apparently live in that hotel forever at no damage to your purchasing power.
If you have a Wealth of 12 and a handgun costs 11, you can go back to the gun store every day for a month and end up with 30 handguns at no damage to your purchasing power.
Also, the more Wealth you had in the first place, the more an increase meant to you. A PC with a Wealth score of 30 discovers a treasure worth 3, and is now significantly richer than he was before, because now he can automatically acquire things that cost up to 33 without reducing his Wealth. But a PC with Wealth 4 discovers the same treasure, raising his Wealth to 7, and he still can't afford to buy a shotgun without serious financial damage.
I can only recommend against the Wealth system in any game.
I appreciate your input, but your words against are falling on deaf ears. I've liked the abstract nature of the system in every game in which I've used it. I will be using it, once I get the details worked out.
So, seeing as how you've now gotten it out of your chest, care to actually contribute and offer input into making it workable?
It should be noted that I also don't run typical "commit X number of crimes for money and street rep" games. My games are more like a TV show, a Soap Opera for criminals. We focus less on bookkeeping and more on action and plot. Hell, I don't even make them keep track of regular ammo.
Brahm did some work http://forums.dumpshock.com/index.php?showtopic=13653 but then got upset and quit the thread. I don't know if he ever finished the project or not.
I do like the idea of simplifying things, less bookkeeping can be good, but I don't like making money into a system that's not money. Once money isn't money then the whole dynamic of the game shifts based on what the new money is. For example, many otherwise poor runners in the game as it stands may carry a back-up clip of EX-E rounds 'just in case'. It only costs a few nuyen and can provide that extra punch when they really need it.
If a wealth system is employed then runners either can't afford the clip of Ex-E bullets any more than they can afford certain alpha/beta-grade ware (even though the bullets are cheap and the ware is expencive), or they can afford as many EX-E bullets as they like.
IE: Money is money, lumping costs into a bigger 'lifestyle' is great, making money not money will completely change the game dynamic. Perhaps even in ways you can't predict needing a lot of playtesting. If you somehow manage not to change the game dynamic then you'll probably have a complex system, at which point you're probably better-off just using money.
| QUOTE (James McMurray @ Jul 15 2006, 04:35 AM) |
| Brahm did some work http://forums.dumpshock.com/index.php?showtopic=13653 but then got upset and quit the thread. I don't know if he ever finished the project or not. |
| QUOTE (Lilt) |
| Once money isn't money then the whole dynamic of the game shifts based on what the new money is. |
| QUOTE |
| For example, many otherwise poor runners in the game as it stands may carry a back-up clip of EX-E rounds 'just in case'. It only costs a few nuyen and can provide that extra punch when they really need it. |
| QUOTE (Lilt) |
| I do like the idea of simplifying things, less bookkeeping can be good, but I don't like making money into a system that's not money. Once money isn't money then the whole dynamic of the game shifts based on what the new money is. For example, many otherwise poor runners in the game as it stands may carry a back-up clip of EX-E rounds 'just in case'. It only costs a few nuyen and can provide that extra punch when they really need it. If a wealth system is employed then runners either can't afford the clip of Ex-E bullets any more than they can afford certain alpha/beta-grade ware (even though the bullets are cheap and the ware is expencive), or they can afford as many EX-E bullets as they like. IE: Money is money, lumping costs into a bigger 'lifestyle' is great, making money not money will completely change the game dynamic. Perhaps even in ways you can't predict needing a lot of playtesting. If you somehow manage not to change the game dynamic then you'll probably have a complex system, at which point you're probably better-off just using money. |
If you trust your players so much and approve everything personally, then why have a system (wealth attribute ETC) at-all?
To provide a system of relative scale. Can PC X obtain this item, or be expected to have this item.
| QUOTE (DireRadiant) |
| To provide a system of relative scale. Can PC X obtain this item, or be expected to have this item. |
lol. I've GMed for someone playing a broker/hacker character in shadowrun anyway. No, neither of us were or have ever been accountants so we generalised it, although we did keep track of how much money was involved and let the character's action influence the market slightly.
Also, you say that your system makes such things easy, but how does your abstract system deal with money when it is money? Do characters talk in terms like "You owe me one wealth, chummer"? Perhaps "you owe me *intermission... do do, da da, hey!*, chummer!"
When you have an out of character value for something in-game then it means that you can't talk about it directly, not without ruining the game. Money can be cinematic. Consider all of the movies where big sums of money are quoted, like "the girl dies unless I recieve 2 million dollars in unmarked bills" rather than "The girl dies unless I recieve wealth 20 in unmarked bills". You can have money without micro-management, and removing it completely is silly.
In-fact before you can convince me that it's a remotely good idea, you'll have to persuade me that it won't gimp money-based characters like sammies and riggers, or make them massively overpowered. The same goes for riggers, who could have a limitless number of drones available very cheaply. It doesn't matter that your players may be good little boys and girls, if things go badly then they can just lose a drone or two every run and not care. That removes any form of responsibility for the rigger, whilst other characters do still have to worry about being wounded.
And I'd like to draw a distinction again between keeping track of every last 0.01 nuyen and keeping money money. Big tiocket items aren't all that hard to work-out the costs for, they're usually costed in big round numbers for that purpose. Otherwise you can phase everything into lifestyle, or perhaps a slightly more expencive lifestyle.
The linked thread actually does discuss this a little bit, but to put it more directly: Using an Attribute doesn't mean you can't speak an absolute IC number or use the term
. You just don't bother to write down that number on your character sheet because it is largely irrelavent outside of a general magnitude, which certainly serves any cinematic purpose.
P.S. I remember another thread in the Shadowrun forum a while back from a guy that doesn't use cash directly, or even a resource Attibute for that matter. http://forums.dumpshock.com/index.php?showtopic=10894 He mentions some things in there as well about the subject of cash in the character's text.
Okay, though I don't really like the idea of a Wealth stat in Shadowrun, I DO have an idea how to simulate this, though, so ...
('Runners should always scape for survival - if they accumulate enough wealth that they don't have to worry about money any more, the should retire on a nice island in the caribean.)
Basics
Two stats, Wealth and Savings.
- Wealth indicates your general level of monetary resources, how much you have to worry about getting food, lodging or ammunition ... more or less a redefinied Lifestyle.
- Savings indicates how much money you have accumulated for spending on new goodies.
Description
Wealth is rated as you already proposed it :
| CODE |
| Rating Wealth Savings Nuyen 0 = street = broke = 0 1 = squatter = hand-in-mouth = 500 2 = low = poor = 2,000 3 = middle = average = 5,000 4 = high = prosperous = 10,000 5 = luxury = wealthy = 100,000 6 = corporate = rich = 1,000,000 7 = A corporate = filthy rich = 10,000,000 8 = AA corporate = see it, buy it = 100,000,000 9 = megacorporate = Lofwyr = 1,000,000,000 |
Here's what I've got so far...
WEALTH IN SHADOWRUN 4
Using a Wealth system allows for a more abstract approximation of character finances. This is designed for groups whose players are not as interested in the exact balances of their characters' checking accounts, and better takes into account the concept of actual credit lines, investments, and viable assets.
This system replaces the static money system with an Attribute + Skill setup just like the core SR4 dice mechanic.
WEALTH, LIFESTYLE, CHARACTER CREATION
At character creation, you buy wealth just like any other attribute. WEalth starts at 1 for everyone, with an across-the-board racial maximum of 6. Exceptional attribute can be acquired to raise the maximum to 7.
When you purchase your wealth, it also determines your character's lifestyle. Sure, there is no law saying you can't voluntarily live a lower lifestyle. However, the Wealth rating remains the same regardless, as does the monthly payoff requirement.
USING YOUR WEALTH
Your Wealth attribute is used as the basis for a dice pool, rolled with a skill using the normal SR4 mechanic. The skill in use varies depending on the situation. The new "Finances" active skill governs your character's keenness in accounting and financial acumen. Depending on the situation, other skills might come into play. For example, if you want to intimidate someone with the enormity of your checkbook alone (foreclosure, eviction, buyout, etc), roll Wealth + Intimidation. If you want to use your Wealth to "buy" yourself into social circles, roll Wealth + Etiquette. Different unique situations will have different rules and results, so be creative, and discuss with your GM.
Every item has an associated Value rating, usually from 0 to 7, and rarely ever higher. Value tells you the number of hits you need on a Wealth check to afford the goods. To acquire something, first determine your relevant dice pool (usually Wealth + Finances) and then compare it to the Value. If you have enough to buy it with normal rules of hit-buying (exchange 4 points of pool for 1 hit), then no test is necessary, as your Wealth can easily afford the cost. If not, then make a test using your dice pool, with a threshold equal to the item's Value. Edge can be used to assist.
Much like spells and Force, your Wealth attribute limits the amount of hits you can get on this test. If the item's Value is higher than your wealth, then you cannot afford it without saving or liquidating (see below) or borrowing from someone else (teamwork, or contact roleplaying).
If you meet the threshold, you manage to find enough cash to pay for it, now carry on as you were. If not, then you don't have enough to pay for it at the moment without saving or liquidating (see below) or just waiting until the next payoff cycle of your Wealth goes through.
To determine the different numbers behind wealth, check the chart below. Each Wealth rating has an associated Lifestyle and monthly payoff. The same chart is used to find the value of an item using it's normal SR4 gear listing costs.
PAYOFF
Rather than using actual cash, the Wealth system uses an abstract measurement of income called "payoff" to keep track of how the rise and fall of a character's background resources (credit lines, investments, jobs, and more). One point of payoff is roughly equal to 100 units of base currency (nuyen), but rather than serving as an actual gauge of expendable cash, payoff works to keep your wealth rating afloat.
Payoff stockpiles are not used as cash! Payoff is used to keep your Wealth attribute afloat, and to serve as a measure of your current financial standing. Payoff can be used (with Karma) to make investments and manipulate assets, raising your Wealth rating to a higher level.
POOLING YOUR ASSETS
As with standard rules, multiple characters can use Teamwork to assist in the proper situations, using one character's wealth to cover the losses of another. Characters who loan each other money should work out their own interpersonal standards for finances and paybacks.
MAKING (and Missing) THE PAYMENTS
Wealth ratings have a monthly cost that must be paintained by your payoff. Like the normal lifestyle rules, missing payments and being in debt are not good. When the payment time comes rolling around, the character needs enough stockpiled Payoff to pay the Wealth level's payoff cost. If the character has enough, just subtract that much and keep on truckin.
However, if the character can't afford it, determine what wealth rating they can afford. Subtract that from their current rating, and then make a check with a threshold of 1 + the difference. If successful, no sweat, the credit and savings and accounts covered the difference in costs, and the character's current payoff stockpile is dropped to zero. If the test fails, then one of two things happens: Repo, or Debt.
If the character goes the Repo route, they simply lower their current Wealth by the amount by which they failed to meet the threshold, keeping their payoff stockpile where it is. Their lifestyle is immediately adjusted downward, and this can create definite roleplaying opportunities as the character seeks new digs.
If the character goes the debt route, their Wealth and Lifestyle remain the same, their payoff stockpile is dropped to zero, and they are now in debt by a payoff amount equal to whatever their previous stockpile did not cover, divided by the number of hits they got on their test.
RAISING YOUR WEALTH
Wealth is raised just like any other attribute. The maximum is six, unless you have an Exceptionl Attribute quality in Wealth, at which point the maximum is seven. In addition to the Karma cost (New rating x3), the character must also have enough payoff to pay the difference between their current wealth rating's monthly maintenance cost and the next one. This should be roleplayed, of course, as financial investments, property managements, etc. The character's lifestyle is effectively increased to the next level as well.
LIQUIDATING ASSETS
When you absolutely need something that you just can't completely afford (meaning: the value is higher than your current Wealth, or you just did not score enough hits on the check), you can attempt to liquidate some of your Wealth in order to acquire the necessary goods. When doing so, you roll your base Wealth again, adding the hits to your original roll, and applying the rule of six to the new dice. If your total hits are enough to acquire the item, then you immediately subtract from your current Payoff an amount equal to the monthly payoff cost of your current Wealth (divided by the extra hits scored on the test).
This represents your character manipulating assets, hocking valuables, and taking a dip into her actual way of life in order to attain what she desires most at the moment.
SAVING FOR LATER
You can manipulate your wealth to save up for something later, should you not be able to afford it now. This is treated as an extended test with an interval set by the GM, usually based on the rotation of your finances (every week, two weeks, twice a month, once a month, etc). The Threshold varies depending on the difference between the item's Value and your wealth. If the Value is less than or equal to your wealth, the Threshold is Value x2. For each point that it is equal to or higher, increase this multiplier by +1. You can spend Edge to make this easier, as per normal Edge rules.
During this process, you suffer a -1 to all Wealth checks (including those made to save up!), as you set aside chunks of finance to save for something important.
| CODE |
WEALTH/VALUE LIFESTYLE ITEM VALUE PAYOFF required 1 street up to ~50 0 2 squatter up to ~500 10 3 low up to ~2000 40 4 middle up to ~5000 100 5 high up to ~50000 1000 6 luxury up to ~100000 2000 7 the good life up to ~250000 5000 OR WEALTH/VALUE LIFESTYLE ITEM VALUE PAYOFF required 1 street up to ~50 0 2 squatter up to ~500 10 3 low up to ~2000 40 4 middle up to ~5000 100 5 upper middle up to ~10000 200 6 high up to ~50000 1000 7 luxury up to ~100000 2000 |
| QUOTE (Phobos) |
| Wealth is rated as you already proposed it : |
Gah, I can't get the code to look right
@phasmaphobic
PAYOFF seems to me more like just tracking cash in 100 nuyen increments. Which I'm cool with, it just doesn't really need all this to bother with that. Especially if you are including all the monthly lifestyle rents too and a running PAYOFF total. That's mostly what I do with my PC right now, when I buy something I just round up to the next 100 nuyen. It is kinda rare that I have to bother rounding off anyway. It's only for the piddling little stuff, and the character is such that he rarely buys cheap dollar store type crap anyway. He isn't rich, he just isn't frugal. ![]()
I do like the idea though of just having Lifestyle set by the Wealth/Resoure Attribute because the BP cost of the cash price of Lifestyle is negligable in comparison to that of an Attribute. When I get around to bringing together all my thoughts I'll include that.
P.S. I prefer the name Resource to Wealth because Resource is a much closer match to the second use, the backup check to see if you have something onhand that isn't explicitly on your inventory list. Even when you take into account any 'toolkits' listed on the inventory list.
| QUOTE (Brahm) |
| @phasmaphobic PAYOFF seems to me more like just tracking cash in 100 nuyen increments. Which I'm cool with, it just doesn't really need all this to bother with that. Especially if you are including all the monthly lifestyle rents too. I do like the idea though of just having Lifestyle set by the Wealth/Resoure Attribute because the BP cost of the cash price of Lifestyle is negligable in comparison to that of an Attribute. When I get around to bringing together all my thoughts I'll include that. P.S. I prefer the name Resource to Wealth because Resource is a much closer match to the second use, the backup check to see if you have something onhand that isn't on your inventory list. |
For the second use a single roll of Logic+Resource can give you memory and cash in one Attribute Only Test.
I do like the idea of Edge, without spending a point I assume, used as sort of a Fate Test if there wasn't a readily available mechanic. But I think a mechanic can be put in place there in this case.
The way I looked at Resource was that it also represented investments whose ROI cover off the basics of your Lifestyle. So it is self sustaining as long as you don't try to do anything other than typical existance activities that are consistant with the Lifestyle. That seems a lot more inline with a cost of 10 BP per point, and the karma costs for raising it.
Also by not having to worry about end of the month payments it provides more flexibility to the GM in choices of runs offered. Basically the GM doesn't have watch the cash/credit totals to walk the line of providing the opportunity to keep them in their house while avoiding a bit of a Monty Haul spiral. You don't need to worry so much about timing of runs too. If you are relying on a monthly Lifestyle as a cash sink then having a burst of runs in one month can quickly throw wonks into things. Not having a monthly Lifestyle payment also makes it a bit easier to manage a team with disparate Lifestyles.
Brahm :
I simply took the opposite way from yours - simpler, not more complicated. I thought the goal was simply to have a way to get rid of the nuyen crunching while still having a means to keep track of the character's purchase power.
There being two major considerations, genral funds for keeping up lifestyle and making small purchases, and savings for major purchases, I tried to make those the focus of attention.
Though ... yes, I guess I could have avoided some of the levels, but at times a runner might want to save up an insane amount of money for a single purchase (like updating cyber to all-delta .... outch .... which might be a couple milion nuyen at once).
Seems I have to do examples.
Joe and Fred are shadowrunners. Joe is new in town but has kept some savings from his old hunting grounds (W2, S4) while Fred has a nice hideout and a steady supply of work, but is out of money right now due to his attempt to keep up with SOTA (W4, S1).
Both would have no real problems buying up Ammo (Purchase Rating 1) or an Armor Jacket (Purchase Rating 2), but if any of them wanted to buy a nice new commlink (Purchase Rating 3), things would start to get interesting.
Joe does not have enough Wealth to get it on the by, so he has to check if it's a major hit on his saving. He rolls 5 Dice (S4 + half W2) vs. 3 Dice (the Purchase) and wins - seems the commlink wasn't worth any fuzz yet.
Fred cannot afford the comm with his savings, but he can save it up from his lifestyle. Rolling 4 Dice each month until he accumulates 3 hits on the second roll, he buys it on the second month.
If they wanted to buy a new car (Purchase Rating 4), Fred would have to sell his lifestyle (Reduce Wealth to 3) to do so, while Joe would check his savings - 4 Dice vs. 4 Dice of the Purchase - a good chance his Savings will be reduced to 3.
Neither could buy those Wired Refelxes 3 (Purchase Rating 5) they dream about.
So they take on a job for some 20k nuyen (Earnings Rating 4).
Fred now has Savings 4 as this Income was greater than his savings.
Joe would roll 5 dice (Income Rating 4 + half W1) vs. 4 dice (Saving 4) to check if the new money is worth an increase in savings. If he wins, his Savings will rise to 5 and he can finally buy those Wired Reflexes.
As you can see, the whole system is a lot more abstract and will have different dynamics than a money based system. It is not munchkin proof ... not at all ... and so I'd not recommend it for any group, but for plasma's group and purposes it might just be enough ... or even just right.
If you don't like it ... hey, I don't like it either ![]()
I just think that it is a valid approach for tracking Wealth, Savings, Income and Purchases two simple Attribues and a few rolls now and then.
| QUOTE (Phobos @ Jul 15 2006, 02:44 PM) |
| Brahm : I simply took the opposite way from yours - simpler, not more complicated. |
| QUOTE |
| There being two major considerations, genral funds for keeping up lifestyle and making small purchases, and savings for major purchases, I tried to make those the focus of attention. |
Hey Brahm, any chance you can make a post in response to something I say without an insult? ![]()
The problem with treating something a character has to save up for as a character goal and plot hook is that every major purchase shouldn't require a plot hook to achieve. For example, if we assume that a character has the lowest wealth level possible, should a GM have to insert something into his story to account for every time that character wants to buy a tennis racket, when he could instead just let the character save up money?
A wealth system should, IMO, account for the ability to save up for an item without requiring GM intervention or raising your entire wealth level.
| QUOTE (James McMurray @ Jul 15 2006, 04:40 PM) |
| The problem with treating something a character has to save up for as a character goal and plot hook is that every major purchase shouldn't require a plot hook to achieve. |
| QUOTE |
| For example, if we assume that a character has the lowest wealth level possible, should a GM have to insert something into his story to account for every time that character wants to buy a tennis racket, when he could instead just let the character save up money? |
| QUOTE |
| A wealth system should, IMO, account for the ability to save up for an item without requiring GM intervention.... |
| QUOTE |
| .....or raising your entire wealth level. |
There was actually the reverse of this argument on pattern spider and exalted forum. In exalted there is a resources background but it is supposed to represent having in income stream. And creates problems when somebody with resources 3 suddenly gets a windfall worth resources 5, he isn’t going to get that often is he. I think you may like the suggested solution of temporary resources.
Translated into SR it works like this.
You have a wealth stat that represents an income stream from investments or doing odd jobs claming unemployment, describe it as you will nothing will affect it without being significant a plot device. Any item worth les than wealth squared *100 you can be assumed to be able to afford.
1=100nuyen
2=400nuyen
3=900nuyen
4=1600nuyen
5=2500nuyen
sometimes you get money you cant rely on coming regularly, such as income from runs. This you can ether keep as money to spend on expensive things worth the accounting time (indeed anything you cant get with your wealth) or invest to increase your wealth rating this would cost 100 times your purchasing limit. You could also cull investments dropping your wealth a point and getting most of the money back if you needed to raise capital for some reason.
The reason am making it so hard to have a really high purchasing limit is that most campaigns have money as a major motivation and I am trying to avoid having the runners get in a situation where they can live comfortably forever without taking jobs. Otherwise why risk your hoop for some corp slave called Johnson. While still allowing minor things not to be important.
Edward
| QUOTE (Edward @ Jul 16 2006, 02:32 AM) |
| The reason am making it so hard to have a really high purchasing limit is that most campaigns have money as a major motivation and I am trying to avoid having the runners get in a situation where they can live comfortably forever without taking jobs. Otherwise why risk your hoop for some corp slave called Johnson. While still allowing minor things not to be important. |
| QUOTE |
| Instead it tends to lead to more of the PC showing up for cash then going home to order the gear from the catalogue. |
| QUOTE |
| Then WTH is saving up to increase a nuyen cash number doing? If you mean you don't want to change how your character is living Lifestyle-wise? Then don't, keep describing them as living in some crappy coffin motel dive, but with lots of squirreled away cash reserves. Nice colour. Or give them another couple alternate safe-house places instead of one nicer place to live, or a girlfriend/boyfriend that they keep set up in an apartment across town for recreational visiting. |
| QUOTE (James McMurray @ Jul 16 2006, 03:25 PM) |
| No, I mean I don't think they should have to become the type that has money squirreled away in order to reliably buy something. Some people live hand-to-mouth and have cutbacks for a while if they want to buy something normally out of their range. |
I'm talking about someone setting aside enough money to buy one thing. Increasing your wealth level means setting aside enough money to suddenly buy any number of things you couldn't afford.
"Eating Ramen" is the same as saying "cut back on expenses." I assumed it was a more global expression than it was. If it makes you feel any better, replace it with "fire normal rounds instead of Ex-Ex, or anything else that equates to not spending as much money as you normally spend.
| QUOTE |
| Incidentally I don't really see any rules for voluntarily lowering your Lifestyle level. . . . Not that there is any real rules support for a notch lower Lifestyle, at least in the core book. |
| QUOTE (James McMurray @ Jul 16 2006, 05:08 PM) |
| I'm talking about someone setting aside enough money to buy one thing. Increasing your wealth level means setting aside enough money to suddenly buy any number of things you couldn't afford. "Eating Ramen" is the same as saying "cut back on expenses." I assumed it was a more global expression than it was. If it makes you feel any better, replace it with "fire normal rounds instead of Ex-Ex, or anything else that equates to not spending as much money as you normally spend. |
| QUOTE |
| I don't think they need a rule for characters saying "I move out of my apartment and get a slot in the coffin hotel. YMMV |
Seems perfectly reasonable to me, but as I've said before, different game styles. I don't care for the game style or massive changes involved in making Shadowrun a wealth based system, for reasons already mentioned. You do. It's all good.
I understand the idea of buying things on credit in your system, and I don't like it. IMO credit for SINless criminals should be negotiated on a case by case basis with Guido and Nunzio's House of Sharks. Otherwise you negotiate pay up front or save money by cutting expenses elsewhere. Again, that's just my preference.
| QUOTE |
| Generally How Things Work isn't "Well today I'm deciding to change around my lifestyle so tomorrow my base living expenses are going to immediately drop to a lot lower level." |
| QUOTE (James McMurray @ Jul 16 2006, 07:32 PM) |
| Seems perfectly reasonable to me, but as I've said before, different game styles. I don't care for the game style or massive changes involved in making Shadowrun a wealth based system, for reasons already mentioned. |
| QUOTE |
| I understand the idea of buying things on credit in your system, and I don't like it. |
| QUOTE |
| IMO credit for SINless criminals should be negotiated on a case by case basis with Guido and Nunzio's House of Sharks. |
| QUOTE |
| Generally How Things Work isn't "Well today I'm deciding to change around my lifestyle so tomorrow my base living expenses are going to immediately drop to a lot lower level." |
| QUOTE |
| I lost my job in January and didn't get another until June. I know exactly how easy it is to drop expenses from a fairly good lifestyle to the bare minimum, including credit, banking account fees, rentals, mortgages, and other long term commitments. You can do most of it overnight. |
| QUOTE ( Brahm) |
I see money as a major motivation as the problem. Or at the least a symptom of the problem. What would you call writing a story where you had a plot that didn't match up with the characters? The words that that jump to my mind are illogical, ill-fated, and unengaging. Yet GMs have done and continue to do this all the time with RPGs. Then after the fact people try to come up with a reason for a character to be in the plot. So to try bridge the gap they fall back on something like amassing nuyen/gold/jewels that usually isn't the natural motivation for the character. If the player even had bothered to think about the motivations for the character. Money as a motivation is nearly exclusively a crutch that is a poor substitute for character-plot cohesion. Regarding Exalted, what ways exist in the original rules to increase the resources background of a character? |
| QUOTE ( Brahm) |
| So? That is entirely built into my suggestion. You just don't see it because it seems you are still stuck on viewing purchases in terms of saving up to buy something instead of buying it on credit. |
| QUOTE |
| For legal purchases if you start coming up with large purchases like a Eurowind, or even a more moderatedly priced vehicle, with financial background that says "lives in a cardboard box" that is going to tend to raise a red flag and bring the heat. |
| QUOTE |
| Generally How Things Work isn't "Well today I'm deciding to change around my lifestyle so tomorrow my base living expenses are going to immediately drop to a lot lower level." There is usually a fairly significant lag time. Remember that Lifestyle includes credit, banking account fees, rentals, morgages, and other longer term commitments. It actually doesn't seem reasonable to be able to immediately switch to a lower Lifestyle. |
| QUOTE |
| Then what are you doing posting here in this thread? |
| QUOTE |
| Umm, unless you sold your house that sounds like effectively the SR skipping payments rules. |
| QUOTE |
| That's pretty much the reasoning behind having an at least 2 week minimum layoff/firing notice for fulltime employees. |
| QUOTE (James McMurray @ Jul 17 2006, 08:04 AM) | ||
No, it's the "cut back on expenses to save money" method. Cutting off a phone and cable is a far cry from skipping a payment. What happens is that you cut off all unnecessary expenses: cell phone, cable, eating out, buying new gaming books, etc. Your house doesn't change, but your lifestyle drops dramatically. |
| QUOTE | ||
Not in Texas, and almost certainly not in Shadowrun. A lot of places do it, but it's a courtesy, not a requirement. My employer didn't. It was "welcome back from Christmas, goodbye." |
| QUOTE |
| Discussing the topic. I may not want to use a wealth system, but that doesn't mean I don't have suggestions. My primary suggestion is allowing a means of saving up money for specific purchases. You don't like that idea, which is fine. There are others on this thread that may be interested. |
| QUOTE |
| Your lifestyle might have changed in your opinion, but I doubt that would constitute a Lifestyle change in SR. |
| QUOTE (James McMurray @ Jul 17 2006, 10:17 AM) |
| If you're tired of re-explaining then why not just stop? |
| QUOTE (James in one post) |
| 2) I like the ability to "eat ramen" to save money. In other words, the ability to temporarily lower one's lifestyle. |
| QUOTE (James a few posts before) |
| "Eating Ramen" is the same as saying "cut back on expenses." I assumed it was a more global expression than it was. If it makes you feel any better, replace it with "fire normal rounds instead of Ex-Ex, or anything else that equates to not spending as much money as you normally spend. |
I was trying to avoid bringing this up, as part of the "kinder, gentler" James" but for some reason you still think it's odd that people can't follow what you're saying.
Here's an idea, if you want people to easily understand what you're saying, don't make your ramblings disjointed, spread out, and incoherent.
| QUOTE ("Brahm") |
| I think the confusing part there though is I've gone a couple of ways looking at it, just thinking out loud, trying some numbers offline, reading some input from others here, and refining my approach. To that end I'll eventually have to put it together in one cohert lump instead of spread across a couple of threads. |
@Edward Thanks for the info on Exalted. I had given some consideration to providing an alternate method for increasing Resources other than karma. Something like what is sorely missing from the SR4 BBB, improvment of a Contract's Loyalty, or even Connection, during play. Actually it is even worse in that there is no RAW way to improve a Contact or make a new Contact, even with karma. ![]()
| QUOTE |
| As to money being a poor motivation. In many other games this is true but shadow runners are professional criminals, shadow runs are how they put food on the table and pay for the gear that will allow them to survive in this very dangerous occupation. |
| QUOTE |
| Occasionally a runner will want to do something for his own ends, or as a favor to a friend but when this happens his team will need a reason to go along with it. Only in very tight nit groups would there be enough loyalty to risk life and limb without token payment. |
| QUOTE |
| If they don’t share major goals then they would not work together. Why risk your life for something you don’t care about, unless you care enough about money to take the payment. |
| QUOTE |
| what frager is going to give credit to a sinless runner that has every chance of being dead before he can pay you back. Nobody you want to owe money to that’s for shore |
| QUOTE |
| but unless you have a sin you cant buy a car legally. If your using a fake sin it has a fake credit record and all they will check is if the money is available anyway, the car shop doesn’t care where you got the money provided they have it now. <snipped other parts dealing with Fake SINs, being SINless, and such> |
| QUOTE |
| In real life I don’t live on credit, I don’t signe long term service contracts. I can drop my monthly expenses buy 50%... |
| QUOTE |
| ....without moving buy cutting off the ADSL, becoming stingy with my pre paid mobile phone, not getting beer, fast food or movies, using cheep spices instead of good curry paste and simmer sauces, not taking ekenatia every day. And at a moments notice I can reinstate all that within a day. This is not the same as the failure to pay lifestyle rules because doing that doesn’t incur any cost for missing the payment. As a casual employ I have been fired without notice in the past and had to do this, it works within a day. |
| QUOTE (James McMurray @ Jul 17 2006, 01:12 PM) |
| Edit: I see you stealth fixed the post. Good job covering up one of your maaaany errors. LOL |
| QUOTE |
| If you're going to insult people for not understanding you when you are disjointed, spread out, and incoherent, then you probably want to avoid telling everyone that your writings are disjointed, spread out, and incoherent. |
Yet again you continue responding. I guess you lied when you said you were done? So now we have a stealth-editing, lying, rambling, incoherent, and disjointed poster. ![]()
I'm not making sense in regards to your wealth system, but if you'll notice, I've already said that my comments are general ideas for what makes a good wealth system. The ones directed at your ideas have basically been "I don't like it because..."
Yes, your system handles saving money, but it doesn't do it in a way I like. I said that already.
Your system (at least what I can glean from the disjointed, spread out, and incoherent ramblings) does not match my ideas of what makes a good wealth system. I said that already as well. I've also said IMO and YMMV. Get over yourself.
http://dictionary.reference.com/browse/bugger%20off
So much for "I'm out," eh?
By the way if you type something in, it isn't automated.
http://dictionary.reference.com/browse/bugger%20off
*yawn*
http://dictionary.reference.com/browse/automated
lern2define, Brahm. that said, Brahm's suggestions make sense to me.
edit: and lern2bbcode, mfb
| QUOTE (Edward) |
| Lagomorph. Street is actually nothing. You eat out of the trash, you sleep wherever you can get a space and your security is whatever personal weapons your carrying (not included in lifestyle cost), sounds like how stray animals live to me. |
| QUOTE (mfb @ Jul 17 2006, 03:39 PM) |
| http://dictionary.reference.com/browse/automated lern2define, Brahm. that said, Brahm's suggestions make sense to me. |
| QUOTE |
| edit: and lern2bbcode, mfb |
| QUOTE (Lagomorph @ Jul 17 2006, 04:07 PM) | ||
Similar but different I'd say, a bum with a street lifestyle still has items which could be considered of value. Even if they only have rags, they have possesions. An animal won't have that. My other reason for shifting the numbering up by one was that all other stats in the game start at 1, and it doesn't make sense to have one stat start at 0 when no others do. |
Personally, the concept of rating Wealth 1 (street) to 6 (luxury) sounds fine to me - 0 would be the total inability to trade.
It should work fine if the focus is more on storytelling anyway.
| QUOTE (Rotbart van Dainig @ Jul 17 2006, 10:51 PM) |
| Personally, the concept of rating Wealth 1 (street) to 6 (luxury) sounds fine to me - 0 would be the total inability to trade. It should work fine if the focus is more on storytelling anyway. |
Just be careful about raising the stat. It doesn't really matter how you let it be raised (karma, RP, RP + karms, or whatever) as long as it's consistent and not too rapid. If you can get to rating 6 after ten runs you may find a lot of characters retiring early.
Interesting concept.
I think it might be hard to only have 6 ratings, why not consider 1-12 like Magic/Resonnance attributes? You'd have an equivilant lifestyle = Wealth Rating /2. This could slow down the quick progression of a 1-6 Rating.
| QUOTE (Lagomorph) | ||
My point exactly, but I think the mechanic they have right now will work fine also. I just like to see symmetry in stats. |
| QUOTE |
| @Plasmaphobic (there now filled in) Honestly, I think any system will work for your group, it seems so tight knit that you could probably get away with out any rules for it. |
| QUOTE (GrinderTheTroll @ Jul 17 2006, 06:57 PM) |
| Interesting concept. I think it might be hard to only have 6 ratings, why not consider 1-12 like Magic/Resonnance attributes? You'd have an equivilant lifestyle = Wealth Rating /2. This could slow down the quick progression of a 1-6 Rating. |
This idea is simular to the modern D20 idea of a resources skill. I like the idea as it streamlines the purchase part of character creation. I think that there should be wealth skill rather than attribute and base it off of Edge.
I still don’t see how your going to still a story about a bunch of mercenary criminals without making a significant thing about money. if they don’t have to work for every nuyen and worry about weather they can afford the new focus or bit of cyber wear then there not going to behave like mercenary criminals and for the most part (excepting variant campaigns) mercenary criminals is a large part of what shadow runners are supposed to be. Even when they have other goals as well.
If you are going to have a wealth attribute may I suggest that it /not/ be the same as other attributes, at least in that you don’t raise it with karma in eth same way, you raise it buy earning money.
| QUOTE (Brahm) |
| The way I'd favour addressing that is changing the Fake SIN rating into a Threshold, but that really starts to sprawl the houserule out. |
| QUOTE (Rotbart van Dainig) | ||
That's how I run it, anyway, as this is the only way it works. |
I think once you've hit the "let's get rid of money" house rule, one more tiny change to fake SINs won't be a big deal.
http://dictionary.reference.com/browse/bugger%20off
Ah yes, the typical "I'm still a moron" response. *yaaaaawn*
http://dictionary.reference.com/browse/bugger%20off
If you type it, it isn't automated... still...
And no, I don't buy the Pee Wee Herman-esque "I meant to do that" excuse you gave earlier.
By the way, haven't you realized yet your complete and utter powerlessness in this situation? Telling people to bugger off in a place where you have no control is an excercise in futility. It's really kinda sad. I feel sorry for you.
http://dictionary.reference.com/browse/bugger%20off
I'm not sure if this idea was presented or not, but here it goes...
For an abstract system I think wealth can only be one part of the equation. The other part has to be availability. Fortunately there are somewhat abstract rules there already.
Now as far as wealth goes, one of the things that makes Shadowrun a great, game in my mind, is the gritty nature of the world around Shadowrunners. They don't have retirement accounts, savings accounts, or SINs for that matter. Getting gear should be difficult to do.
After all, would a wealthy Shadowrunner really risk it all for a few thousand nuyen more or would he retire on some small island full of native girls?
When you do use an abstract system, consider seriously that the Wealth attribute must be able to move up and down quickly. Shadowrun is often about making that big score, living high on the hog for a while, and when the money dries up scrambling for another job.
I would leave much of the ability to get gear in the hands of lady luck, to help represent the nature of the streets. I would also modify things by the availability rating in the book. So even if your character has enough cash to get that panther cannon, perhaps he can't find one.
So this has all been very generic and I didn't present any real numbers to work off of, but just use the basic system for rolling dice and come up with some kind of edge to base it off of. Throw in the Negotiation and Etiquette skills somehow to locate and purchase gear and your all set.
I agree completely. In my experience runner resources fluctuate wildly, especially if they've got some flaws that draw on it (like addictions). A wealth system needs to be able to mimic that to some extent.
There are some game types where a resource based economy would work wonders. Any campaign where the group works for a corporation, government, or other organization is a good place for it. Instead of representing personal finances the wealth system then represents how friendly you are with the supply secretary, your ability to shmooze a few extra requisition forms out of your CO, or a few favors owed to you by Ralphie the gun merchant.
| QUOTE (Brahm) |
| http://dictionary.reference.com/browse/bugger%20off |
I'm beginning to wonder about the ages (or maybe, mental ages) of some DSers.
The idea of separating wealth and money-tracking from the game has plenty of merit. I personally think that if you're going to do it, there's next to no need for a mechanic to back it up. Just role play stuff like major acquisitions, and when the PC needs a few extra magazines for his Predator and he lives in a middle lifestyle and is part of a fairly successful team, just give them to him.
I don't know. To me, the idea of not tracking nuyen for story reasons pretty much excludes there being rules for it by its very nature.
| QUOTE (CradleWorm @ Jul 19 2006, 10:58 AM) |
| Now as far as wealth goes, one of the things that makes Shadowrun a great, game in my mind, is the gritty nature of the world around Shadowrunners. They don't have retirement accounts, savings accounts, or SINs for that matter. Getting gear should be difficult to do. |
| QUOTE |
| After all, would a wealthy Shadowrunner really risk it all for a few thousand nuyen more or would he retire on some small island full of native girls? |
| QUOTE |
| When you do use an abstract system, consider seriously that the Wealth attribute must be able to move up and down quickly. Shadowrun is often about making that big score, living high on the hog for a while, and when the money dries up scrambling for another job. I would leave much of the ability to get gear in the hands of lady luck, to help represent the nature of the streets. |
| QUOTE |
| So this has all been very generic and I didn't present any real numbers to work off of, but just use the basic system for rolling dice and come up with some kind of edge to base it off of. Throw in the Negotiation and Etiquette skills somehow to locate and purchase gear and your all set. |
I can agree on disliking the unlimited extended tests. The way it's set up now unless your GM invokes the optional rules you can always get your hands on an availability 365 tactical nuke. It might take you quite a while, but it'll eventually happen as long as you have enough dice and edge to ensure you don't get a critical glitch.
That can easily be handled with the GM making judgement calls on what is and isn't available, which works great in home games, but can cause major hassles if you get the wrong guy in an online or convention game.
| QUOTE (James McMurray) |
| I can agree on disliking the unlimited extended tests. The way it's set up now unless your GM invokes the optional rules you can always get your hands on an availability 365 tactical nuke. It might take you quite a while, but it'll eventually happen as long as you have enough dice and edge to ensure you don't get a critical glitch. That can easily be handled with the GM making judgement calls on what is and isn't available, which works great in home games, but can cause major hassles if you get the wrong guy in an online or convention game. |
| QUOTE (eidolon @ Jul 19 2006, 12:44 PM) |
| I'm beginning to wonder about the ages (or maybe, mental ages) of some DSers. |
| QUOTE |
| I don't know. To me, the idea of not tracking nuyen for story reasons pretty much excludes there being rules for it by its very nature. |
| QUOTE (A Rule by eidolon) |
| and when the PC needs a few extra magazines for his Predator and he lives in a middle lifestyle and is part of a fairly successful team, just give them to him. |
LOL The "I'll be consciously ignorant of the fact that comments are directed at me." You're really pulling out the cliches now aren't you.
---
In my experience you need either
1) Lots of trust between GM and players or
2) Well defined house rules
Obviously #1 is best, as you can just decide on the fly what the characters can and can't buy. #2 is the more common situation.
Even in groups where the GM is trusted, having rules to look at gives a player a feeling of control over his own destiny. If he has a wealth attribute or a nuyen amount on his sheet he knows that he can call up his fixer and buy certain items (some of which may take a while to procure). Without that he has to rely on the GM's judgement every time he buys something, and even if the GM's judgement is great, it still pulls a little control out of the player's hands. Some players handle that better than others.
http://dictionary.reference.com/browse/piss%20off
| QUOTE (X-Kalibur) |
| Let him have his nuke... and the various megacorps, governments, pirates, and organized crime families that want it too. |
Geez Brahm, you've already stated your point about ignoring James. You really don't have to persist in putting up your linky posts for James to bugger/piss/whatever else off since it's started to get a bit annoying also. Let James do his post since it's an open board and he's trying to be on topic. Just ignore him (and don't read his posts) and go about answering everyone else's posts.
| QUOTE (Brahm) |
| http://dictionary.reference.com/browse/piss%20off |
| QUOTE (PBTHHHHT) |
| Geez Brahm, you've already stated your point about ignoring James. |
Assimilate what? That you want me out of this thread? Have no fear, I understand completely and just don't care.
Sorry if I've missed this point entirely this topic is new to me.
You could technically convert all run payments into Karma (~5k = 1 Karma). That would let you make meaningful negotiations, increase the time/chance of scoring gear by spending your Karma on top of having unlimited bribe/influence capabilities. Otherwise is seems you'd need to provide some cap what each ranking of Wealth permits.
It's actually piqued my interest more than I initially thought it would.
http://dictionary.reference.com/browse/piss%20off
Nope, not a cartoonist. Or at least not a good one. Those guys usually have some humor. ![]()
----
Grinder: The 5k to one karma sounds a lot like cash for karma. Is that the ratio that rule used in SR3?
It could definitely work, but some people are wanting to use wealth ratings to avoid games where money is the primary concern. Switching money for runs to karma for runs might make those games focus on "run for karma, get karma, spend karma, run again" to paraphrase an easrlier poster.
I think the general idea is to have a system that focuses more on storytelling for those groups to whom having money written on their sheet detracts from that.
http://dictionary.reference.com/browse/piss%20off
There. I sigged it for you. Now every time I post you get the pleasure of having me say something to you. In the meantime, perhaps you'd like to contribute something useful to the thread, or did you miss your nappy and you're too cranky now?
| QUOTE (GrinderTheTroll @ Jul 19 2006, 03:46 PM) |
| Sorry if I've missed this point entirely this topic is new to me. |
| QUOTE (James McMurray) |
| There. I sigged it for you. Now every time I post you get the pleasure of having me say something to you. In the meantime, perhaps you'd like to contribute something useful to the thread, or did you miss your nappy and you're too cranky now? |
See PBTHHHHT? Repetition after repetition and he still is so thick that he keeps trying to talk to me? It's like in all his posting with Cain that stone in a bucket of water quality of Cain's rubbed off on him. He learns like dirt.
I definitely like #2, it's the primary reason I started the thread which spawned this one: being able to have gear on you that isn't written down. I'd definitely tie knowledge skills in, as they represent the reasoning behind that character having the item. i.e. "I have knowledge (breaking and entering) 4, doesn't it make sense that the character would have thought to buy a pair of wire clippers?"
See PBTHHHHT? Repetition after repetition and he still doesn't realize he has no power over me. (or in fact anyone here). It's like in all his posting with Cain that stone in a bucket of water quality rubbed off on him. He learns like dirt.
Such a sad little man. I pity you and the world you live in that drove you to such madness.
| QUOTE (James McMurray) | ||
Generally if they're looking for a nuke they'll be wanting to set it off. All they have to do is manage that before they get tracked down by the rest of them. Nuke is just a crazy example, the availability rules make a ton of other things possible, and can ruin a game if they're used in a way inconsistent with the theme of the campaign. For example, street level gangers finding restricted military gear can totally rewrite a game's dynamic. While it's possible to interject roleplaying downsides to everything that doesn't fit the campaign's premise, it's easier and much more conducive to a flowing story if the things just aren't available. |
| QUOTE (James McMurray) |
| See PBTHHHHT? Repetition after repetition and he still doesn't realize he has no power over me. (or in fact anyone here). It's like in all his posting with Cain that stone in a bucket of water quality rubbed off on him. He learns like dirt. Such a sad little man. I pity you and the world you live in that drove you to such madness. |
| QUOTE (Brahm) |
| Me too. That's why I flipped on the automated response to him. |
| QUOTE (eidolon @ Jul 19 2006, 05:08 PM) | ||
No. You're one of the ones to be wondered about, actually. The fact is, if you're going to acknowledge the fact that your writing is disjointed and scattered all over the place, you can't really (with any credibility) tell someone that they're a moron for not following right along perfectly. Also, it's a fair sign that a "discussion" is over and has no point in continuing when one party gives up and resorts to simply insulting the other. Communication is an exchange of ideas. If you can't properly communicate your system of ideas to another person (who, by all evidence, is quite capable of understaning it, as he has contributed his own system of ideas here and there), then you have failed to communicate. Simple stuff. |
| QUOTE (eidolon @ Jul 19 2006, 05:08 PM) |
| As to your comment on my "middle lifestyle rule", that's hardly a rule. I was offering an example of something that might come up in play that would be easily adjudicated based on the game at hand, without needing to spend time writing, perfecting, and resorting to rules. |
| QUOTE |
| You can nitpick the semantics of it all day to make it appear that it is a rule, |
| QUOTE |
| but you'd be wasting your time. (Nobody's stopping you though, so knock yourself out.) |
| QUOTE (Brahm) |
| Sure you have gotten the point. Lots of people here have gotten the point. |
| QUOTE (Rotbart van Dainig) | ||
And unfortunatly for us, you didn't get the point (again): Stop spamming the forum with offensive messages. |
Hi Brahm! Nice to see you respond to "pestering" you by pestering the entire thread. And oh yeah: Hi Brahm!
--
My post earlier about runs paying in karma resulting in runs focused on karma got me thinking.
If a wealth system is designed to get rid of the desire to "run, get money, run again, get money again, repeat as necessary" then what stops the game from moving on to another monotany of "work, reward, work, reward?" Basically, if a player is the type that wants to focus on risk vs. reward, he'll most likely focus on it no matter what the reward being offered is.
For instance, if goods are negotiated through the Johnson instead of purchased with run money, the likely situation is "negotiate, run, negotiate, run." If runs are rewarded with information regarding a larger plotline, the likely situation is "run, get intel, run, get intel."
Can a wealth system be done such that it avoids this problem, without removing the idea that shadowrunners are people that do dangerous jobs for other people in order to get things from those people (usually physical things that help them survive and/or prosper as runners)?
| QUOTE (Brahm) |
| SPAM is unsolicited. |
| QUOTE (Brahm) |
| They are replys to posts directed at me. |
| QUOTE (Brahm) |
| They aren't random, and they aren't to posts where he is talking to other people. |
| QUOTE (Brahm) |
| In short they don't happen when he doesn't pester me. |
| QUOTE (Rotbart van Dainig @ Jul 20 2006, 02:45 AM) | ||
How fitting - nobody want's to read those replies by you. |
| QUOTE | ||
That somebody still is willing to talk to you at all is not our problem - don't try to make it. |
| QUOTE | ||
Even worse: It's the same repeating junk all over the place. |
| QUOTE | ||
You are pestering us. Stop that. |
Bye! By the way, if you're feeling curious, do a count of on topic posts for you and I since page 3 (where your repetitions began). You can't really complain that someone is throttling a thread when you're more off topic than they are.
Now back to your regularly scheduled discussion.
It seems to me that the only way to remove the run, reward, run, reward mentality, is to either take the rewards away completely, or give them regardless. One solution for this is to make them into company men, or do a LS campaign, or Doc Wagon, or something else where it is their job to do something and they get a regular salary regardless of how much or how little they do whatever it is their job to do. Of course, the problem here is loss of motivation. They have to have some sort of independent goals to give them a reason to care. Justice and fighting corruption might make the basis for a LS campaign, but in general it's that reward system that you're trying to get away from that forms the primary motivation of the players/characters.
If I put my group into a Lone Star campaign they'd turn into a bunch of Vic Mackes. ![]()
Even changing to a "justice vs. corruption" campaign becomes "run, pat self on back, run again" setup. The reward changes to something intangible, but it's still there. I guess I just think that rewards are such an integral part of practically every game that trying to design a system to avoid one particular type is a bit futile. Now, a wealth system designed to make player to money interaction easier and/or more balanced is a great idea.
Well obviously there's got to be some kind of reward system, tangible or intangible, or else why would anyone play? There's always a reward to anything you do, on some level, or you wouldn't do it. We're big dumb animals that way.
Imagine:
GM: Okay, we're going to play FuckURun. I give you a mission, you fail, and then I poke you in the eye with this stick. Sound like fun? ![]()
I thought the point of this was to find ways of getting campaigns more focused on the less tangible rewards like character development and plot advancement, and less focused on the crunchy rewards like money and karma.
Hmmm, I guess maybe I just don't know what the point of this thread is, and should just stay out of it.
In my defense, it's getting kind of hard for me to sift the wheat from the chaff in this thread.
Moon-Hawk, I see what you're saying, but I think you might be stuck on "money is the only reward in SR". If the players are more interested in story development, then meeting that specific person you've always wanted to meet, or hitting Renraku where it hurts even if you have to do the run pro bono, or finally getting that Westwind Turbo (which you still could, doing what's being loosely discussed in this thread) becomes much more important than the fact that you made 7,500 on the last run.
It doesn't take away the reward you get, it just shifts it from purely monetary (which some of us feel isn't really enough to motivate an ongoing game by itself) to more story-based. It's like how reading a good book is its own reward.
Granted, it's not going to work for every player or ever group. But when you've got the right group for it, a system such as those being tossed around lets you focus on the story (stories) at hand, rather than constantly trying to track character wealth, run payments, gear costs, etc.
(Nice sig btw. In my last game, that was the gunslinger adept's centering chant. And talk about a series that was its own reward. Well, minus the ending.
)
Huh? Wha? I think you're misunderstanding me. I'm arguing against money being the only reward. I am 100% for the intangible rewards of the story. Sure, money is nice, but I prefer motivations that don't result in my characters retiring after a couple profitable runs.
I was arguing against James suggesting that intangible rewards lead to the same mindless cycle of run-reward-run-reward, but re-reading his post I'm not sure he was saying that in the first place.
Yes and no. When the rewards are intangibles that drive the story forward you still have "run, reward, run" but it's done in a way that the rewards don't necessarily look like rewards. They still have to be tere, because people don't play characters that risk their lives for no reason. Even if the character is just out acting insane, the player is doing it because it's what he wants to do and he gets something out of it.
Um, good then. So I guess we all agree.
No! Must argue!!! ![]()
Anyone got an updated version of a wealth system to post? There's been a couple of attempts made followed by a lot of talk. Has anyone updated their version to account for that, perhaps with a bit of playtesting?
I think you're right, MH. Sorry about that. I had eggs on the stove while checking DS earlier. Reading fast doesn't always equal reading well.
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