Il be running a Star Wars game soon, in 'The Old Republic' time period. Its like Star Wars greatest hits.
So in it, my players will be playing as elite agents of the Empire. But that makes determining resources they have available difficult. And also makes player rewards difficult as well. I have tried winging this sort of stuff before, but it always feels wrong to me, and generally never feels organic to me.
How would you handle this in your games? Is there any social status tracking systems anybody particularly likes?
For resource tracking, I prefer abstract systems rather than anything that tracks "units" etc.
One way to do it is to assign a die type to each resource. When the character/party uses the resource, roll the die. If it's a 1-2, the resource drops a die type. If it drops below d4, the resource is depleted. If a project requires a lot of a particular resource, simply extend the threshold (i.e., 1-3, 1-4, etc.). If some narrative element adds to a resource, it gains a die type, up to a max of d12.
What rules are you using?
Quote from: Shrieking Banshee on August 17, 2022, 08:38:25 AM
Quote from: jeff37923 on August 17, 2022, 05:49:41 AM
What rules are you using?
Savage Worlds.
In that case, I'm doubling down on my suggestion above. The mechanics I presented mirror those given in the "Wealth" optional rule (SWADE). Only thing, you might want to change the die-resolution to a static TN 4, with modifiers to the roll. That way it aligns with the wider ruleset.