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Handling Wealth in a Modern Game Setting?

Started by Socratic-DM, July 13, 2024, 06:21:10 PM

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Mishihari

Quote from: Lurker on July 14, 2024, 07:23:00 PM
Quote from: Socratic-DM on July 14, 2024, 03:09:30 PM
Quote from: yosemitemike on July 14, 2024, 09:04:04 AMAbstract wealth and hand waving work fine for CoC because wealth doesn't really matter that much for the most part during play.  It's very easy to make a character that is wealthy or even very wealthy because it doesn't really matter very much.  Being rich doesn't really help you with any of the game's actual challenges.  It could matter for a campaign like Masks where the characters travel a lot but only if the GM decides to make it matter and no one makes a dilletante character with a high credit rating to make it irrelevant.  That's what happened both of the times I ran Masks.  For a lot of campaigns where scenarios are separated by weeks or months of downtime, it doesn't really matter at all. 

I guess this is a good point to address, which is the themes and setting, I'm running a playtest for my own game, the idea of the game is you play normal folks forced to confront the supernatural, street level monster hunters so to speak, the game assumes you are not playing military trained types or superheroes or anything of that sort.

Which I guess is kind of like COC, but different time period and assumptions as well.

One more plus for CoC is that they have put out different timeframe focused books. In them they adjust the wealth rating for that setting. I have some but not all of them. There is the normal 1920s, the gaslight and then the wild west cowboy (which I just realized is basically for the same timeframe just different locations society norms ...) for the 1880ish, modern 1990s, and 2 or 3 others I can't think of off the top of my head.

That said

Quote from: Mishihari on July 14, 2024, 03:10:52 AMI found that an interesting question, so I thought a bit about it and thought this would be a decent skeleton of such a system.

1)    Characters have a wealth rating, which would be a power of 10:  1,10,100,1000,10k,100k, 1M, etc

2)    It's assumed that they have a job or investments that provide some income, and expenses that go with their lifestyle, so adventuring expenses usually aren't a big part of their monetary situation

3)    They can get anything with a price below the step lower than their wealth rating without impacting their financial situation.  E.g. if your rating is 100k you can purchase things that cost $9,000 or so without problem.  This assumes you don't do silly things like buy 500 cars for 9k each.

4)      They can buy one thing per month that costs between their rating and the next lower rating without impacting their financial situation, so the guy with a 100k rating could buy a 50k car each month.  If a character buys more than one item in this range per month, his rating drops one step.

5)    You can buy one thing that costs between your wealth wealth rating and the next one up, but that lowers your wealth rating by one step.  E.g. if your rating is 10M and you buy a G650, you now have an airplane and your rating is 1M.

6)    You can achieve a rating by acquiring cash equal to two steps above that rating.  So if you loot $1M and get it into into the bank/investment accounts, your rating goes up to 10k.

I haven't tested it of course, but it seems to give concrete guidance and be simple enough to use in play

NICE ! I think that could work. Simple clean I might have to yonk it and modify it.

I'm glad you like it.  I'd be interested in seeing your final result if you care to show it. 

It would be neat to pursue it myself, but it doesn't fit the game I'm writing, and I can see myself going down a rabbit hole with this. 

I think a lifestyle description for folks at different wealth levels would be useful.  I would also guess it needs a bit finer gradation of levels and the ability to buy a few more things between your level and the next lower one before it makes you poorer.  Anyway, have fun with it.

Wednesday

I prefer to separate my players' liquid assets such as bank notes, coins, gems, and whatnot from their permanent assets, things that won't sell quickly or easily such as real estate. If I give my players the deed to a tavern, it's not like they can turn around and sell it immediately. They need to find a buyer who has the money they're asking for. Likewise if I as a player have a work of priceless art in my inventory, I understand I likely can't just walk into the local gun shop and exchange it directly for ammo. I've found the Wealth merit from World of Darkness to work pretty well for this.
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