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Inactive File => Arkenstone Publishing => Topic started by: Courage75 on June 10, 2009, 11:06:02 PM

Title: [Solar System] Secrets of Resources
Post by: Courage75 on June 10, 2009, 11:06:02 PM
Hey All,

I'm trying to nail down some Secrets to model tiered levels of wealth (Resources) for my Werewolf game. This is what I have come up with so far:
Secret of Resources (Rank 1 to 10)

Any suggestions? I'm sure there is a simpler way to model this, but I kinda like the crunch.
Title: Re: [Solar System] Secrets of Resources
Post by: Eero Tuovinen on June 11, 2009, 03:39:21 AM
This is the approach Exalted uses, isn't it?

The way I'd do this sort of thing would be to simply have a Wealth (I) Ability that depicts how the character gets his way in a situation by spending money. He could also have a Bargain (I) Ability to depict how he can make a deal when it matters. With these Abilities I would handle buying things simply: if it makes sense for the character in the fiction to be able to afford something, then he gets it. If it is uncertain, a successful Bargain or Wealth check can make it so. This is based on how the conflict system of the game works: if something matters, then it is a conflict. If it doesn't, then the Story Guide just makes a call and the game moves on.

I'm sure it depends on the group, but I wouldn't get much mileage out of a long list of equipment and equipment prices in the first place. For me it would be a matter of character rights, essentially: what mechanical benefits could I provide through the equipment to justify the time and xp we as players spend on the issue? Equipment ratings? Free Effects? After I answer this question, I can also answer what the players should be paying to get those benefits. For an example approach, see my sketch for Ammeni wealth mechanics (http://www.indie-rpgs.com/forum/index.php?topic=27307.0) for TSoY.

If you're set on resource ranks, then I suggest that 10 steps (as something that takes up to ten Advances to get) is probably dramatically too much. A three-step set-up would be my choice: one rank for comfortable, two for opulent and three for filthy rich. Even spending three Advances on something that doesn't provide mechanical benefits and is there just to speedbumb character concepts is a bit suspect to me, though.
Title: Re: [Solar System] Secrets of Resources
Post by: Courage75 on August 16, 2009, 11:17:16 PM
It's been a while since you responded to this, Eero, but thanks for your answer!

My inspiration for the Secret of Resources was actually Burning Wheel. Exalted uses a scale of 1 to 5 (I think).

The Ammeni wealth mechanics are interesting but they have a more "have & have-nots" feel to them that don't really suit what I am after.

At the moment, all the PCs have a Persuasion (I) Ability that I think I can broaden to cover a Bargain(I)/Weath(I) check. I like the idea of having three levels of Resource Secrets as you suggest. Perhaps it could look something like this:

Secret of Comfortable Income
You have enough disposable income to live comfortably and spend money on things as you need them. You can make a Persuasion (I) to create an Effect for bonus dice to spend on a future Persuasion (I) check to buy an item. Cost: 1 Instinct plus the cost of the Effect

Secret of Wealthy
You are quite well off and have a bank account deep enough to purchase most things. You can spend as much Instinct as you like for bonus dice on any Persuasion (I) check to buy something. Prerequisite: Secret of Comfortable Income. Cost: 1 Instinct per bonus die

Secret of Filthy Rich
You are rolling in money and you can afford the best stuff. Whenever you make a Persuasion (I) check to purchase something, you get the result as an Effect for free. Prerequisite: Secret of Wealth. Cost: 3 Instinct


Title: Re: [Solar System] Secrets of Resources
Post by: Eero Tuovinen on August 18, 2009, 10:27:13 AM
I like this solution in principle, having each rough level of income provide a specific mechanical effect helps them be meaningful to be sure. Do try it, and keep note of how the specific mechanics work. For instance, I might just give a bonus die in the first Secret for any buying the character does. But the principle is sound.
Title: Re: [Solar System] Secrets of Resources
Post by: Courage75 on August 18, 2009, 11:06:56 PM
Thanks Eero.

In regards to your suggestion for the Secret of Comfortable Income to give a bonus die to any buying the character does, is this a Secret that would have a cost? Or would it be an automatic bonus die at any time? I think it would be a redundant Secret if it cost Pool for the bonus die since any character can spend 1 Pool for a bonus die anyway, but I just want to confirm.
Title: Re: [Solar System] Secrets of Resources
Post by: Eero Tuovinen on August 19, 2009, 02:18:31 AM
I suppose it'd be a free die, but that's just a detail. I'm not sold on the mechanic you have because at my table creating an Effect is something anybody can do. No reason not to limit it, but you should at least decide whether you're removing the general rule altogether, or is it just this one Ability that requires a Secret to create Effects from.
Title: Re: [Solar System] Secrets of Resources
Post by: Courage75 on August 24, 2009, 01:00:57 AM
Quote from: Eero Tuovinen on August 19, 2009, 02:18:31 AM
I suppose it'd be a free die, but that's just a detail. I'm not sold on the mechanic you have because at my table creating an Effect is something anybody can do. No reason not to limit it, but you should at least decide whether you're removing the general rule altogether, or is it just this one Ability that requires a Secret to create Effects from.
I suppose I am extending the applicability of Persuasion (I) to buying things. Normally, Persuasion (I) would not be able to used for this purpose - it is more about convincing people than bargaining or sheer buying power. I have conveniently folded the bargaining/wealth aspect of into it by requiring PCs who want to use it in that manner to purchase the Secret.