09-07-2014, 04:14 PM | #1 | |
Join Date: Aug 2004
Location: Shoreline, WA (north of Seattle)
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Wealth: Should it be three different traits?
I was just reading How to Be a GURPS GM and ran across the bit from Kromm on p. 13 about wealth and status. Of note was this:
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Starting Wealth is easy, as we already have it; it's the cash you can spend on gear, assets, and such before the game. Income I'd see as based on the Independent Income advantage, with modifiers for how much time the character has to spend to maintain that income; naturally, you could take it several times to represent different revenue streams, e.g. Income (Rentals), Income (Job at the Mill), Income (Retirement Pension). Credit Rating, then, covers the majority of what Wealth, as clarified in HtBaGGM, actually does. I'm honestly not sure why it's separate from Status, but that may be because I see little difference between social and economic status. Can anyone enlighten me on this? Still, I can see it as a trait with a skill-like value; roll against Credit Rating to secure a loan, persuade a hostile party that you are indeed of Status X and thus entitled to Y, get invited to the appropriate parties, get the realtor to show you properties in the appropriate neighborhood, etc. I'm still trying to figure out how it might work. Anyway. Thoughts? |
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09-07-2014, 04:16 PM | #2 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Wealth: Should it be three different traits?
Isn't that what the Wealth Score in Abstract Wealth does?
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09-07-2014, 04:21 PM | #3 |
Join Date: May 2005
Location: Oz
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Re: Wealth: Should it be three different traits?
The thing that struck me about that quote from KROMM is that there is almost no support in the rules for what he considers the primary effects of Wealth.
I think that there ought to be at least two alternative rules modules for different ways that wealth may be handled in the campaign: bean-counting games with detailed load-outs and strict budgets, and games where characters are simply assumed to have or be able to get items consistent with their wealth levels. I think the tangle of rules surrounding Wealth, Jobs, Independent Income, Debt, Status, Cost of Living, "settled lifestyle", government office, what cost-of-living gets you" etc. needs to be replaced by something simpler and more consistent.
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09-07-2014, 04:26 PM | #4 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Wealth: Should it be three different traits?
There's the bit where it says that if your savings exceed your starting wealth you need to raise Wealth or spend the savings.
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09-07-2014, 04:43 PM | #5 |
Join Date: May 2005
Location: Oz
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Re: Wealth: Should it be three different traits?
Yes. That's a rule about Wealth and money. It does not enable you to use "your credit rating, social network, relationship with bankers and taxmen, and so on, and the follow-on effects on your social freedoms and mobility" in a game.
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Decay is inherent in all composite things. Nod head. Get treat. |
09-07-2014, 04:49 PM | #6 |
Join Date: Feb 2009
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Re: Wealth: Should it be three different traits?
My goal for wealth rules, if I were to ever design them, is to have a system whereby characters through adventuring are able to get loot, quest rewards, and whatnot such that characters who spent CP on wealth should be able to get new castles and zeppelins and whatnot, as well as shiny swords and such, and that characters who didn't invest CP in wealth should at least be able to get shiny swords
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09-07-2014, 04:50 PM | #7 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Wealth: Should it be three different traits?
Quote:
Meanwhile this system in Dungeon Fantasy 2: Dungeons seems to be at least one way to handle bean-counting games. |
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09-07-2014, 04:54 PM | #8 |
Join Date: Jun 2006
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Re: Wealth: Should it be three different traits?
I personally think the credit rating benefits should be part of Status, which should lose the free levels from Wealth and replaced with a suggestion you buy some if you want the social/credit benefits of being rich and not just the money, but more or less. Note there are two additional factors that really ought to be separated out of the complex too - monthly expenditures/cost of living (not all equal Status roles require the same outlay, that's probably a freestanding disadvantage, though I've been thinking about a cash purchase from out of starting wealth that gets you the normal stuff for that status and a rule that it's value decays by some amount each month unless you pay to make it up) and work hours required (a limitation on Income perhaps).
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09-07-2014, 04:55 PM | #9 | |
Join Date: Aug 2008
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Re: Wealth: Should it be three different traits?
I'm kind of with Sir Pudding here. I really like the idea behind Abstract Wealth, though I think there are still some minor things that would be nice to sort out. Not fixes so much as holes. But that aside, you could even combine the two. Start the game with the usual starting cash, then track effects of Wealth Level using Abstract Wealth and use dollar amounts for any booms or busts (a bust would be something you have to keep rolling to pay off or Joey Fingers comes looking to collect).
[EDIT] Quote:
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Buy My Stuff! Free Stuff: Dungeon Action! Totem Spirits My Blog: Above the Flatline. Last edited by Humabout; 09-07-2014 at 04:59 PM. |
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09-07-2014, 05:00 PM | #10 |
Join Date: May 2005
Location: Oz
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Re: Wealth: Should it be three different traits?
Dunno. I don't think I have a copy. If I do I overlooked it and don't know where it is.
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Decay is inherent in all composite things. Nod head. Get treat. |
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