06-01-2009, 01:42 PM | #31 |
Banned
Join Date: Oct 2007
Location: Europe
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Re: [DF] Healing up in Town
Is there some factor, that I'm not aware of, which prevents the use of non-metagame mechanics from representing the attitude of the Temples of Goodness towards the PC party?
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06-01-2009, 02:29 PM | #32 | ||
Join Date: Sep 2004
Location: Canada
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Re: [DF] Healing up in Town
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I suspect "poor people" would be restricted to "people well know to this temple so we know he's actually poor and not just a swindler" and possibly even "regular temple-goers who have tithed faithfully all their lives", depending on the temples policies and the local gods attitude towards outreach.
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06-01-2009, 10:34 PM | #33 |
Join Date: Jan 2006
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Re: [DF] Healing up in Town
Which is why I was surprised when he jumped in. However, I had gotten a bit to broad and vague with my arguments, so it was a fair cop. :)
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03-17-2010, 11:46 PM | #34 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: [DF] Healing up in Town
Oh the locals don't pay for the individuals casting, and its not because they are fleecing the 'Noble' adventures, it's because the locals are tithing to the church, the local farms are keep the priest and acolytes fed (with the excess going to the needy) the Weaver is keeping them in robes (and the excess going to cloth the poor) etc.
To the unfaithful the tithing is like having the church on retainer so that when the need it you don't have to pay for the service rendered. Those they pay for the serves will the Priest isn't being greedy the money get channeled into areas the locals can't provide you can't provide in enough quantities. |
03-18-2010, 12:45 AM | #35 | |
Join Date: Sep 2007
Location: Phoenix, AZ, USA
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Re: [DF] Healing up in Town
The best rationale that I can think of to describe how you might have the custom of charging adventurers more than peasants is actually quite simple, and was fairly influential throughout the 20th century in real life.
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More seriously, they charge those prices because they gots bills to pay and adventurers aren't coming in for resurrections every day, doncha know. ...okay, maybe not that much more seriously. |
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03-18-2010, 07:03 AM | #36 |
Join Date: Aug 2004
Location: Austin, TX
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Re: [DF] Healing up in Town
The president (senior administrator) of my university gave a talk in which he pointed out the that the university deliberately and intentionally set its tuition at a point past what the average attendee could pay, but well within what the richer attendees could pay. Then it gave plenty of scholarships, grants, fee waivers, and small loans to the majority of students, funded by the richer students.
The pricing for healing spells might be geared toward fleecing the adventurers. Poor peasants are nominally charged the same rate, but get hardship discounts and generous payment plans. |
03-18-2010, 09:29 AM | #37 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: [DF] Healing up in Town
Yeah, and again . . . DF is more than in part based on old-school dungeon-crawl games from the 1970s and early 1980s. There, all prices in town were fixed, while loot hauls got progressively more ludicrous as the protagonist leveled up and delved deeper into ever-scarier dungeons with more lucrative rewards. What kept this from ruining the game was a deliberately unfair economic model:
This isn't the set of assumptions that GURPS normally uses, of course. It's specifically for emulating a particular genre. You'd definitely need to change it for a non-DF game that uses anything approaching sensible, realistic economic assumptions.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
03-18-2010, 09:43 AM | #38 |
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: [DF] Healing up in Town
I think this is the most understated assumption of DF. It's not just a combination of hack-and-slash and puzzle-solving. It's not just pits full of monsters. It's not just characters who specialize in niche tasks. It also involves a tacit agreement not to work through the implications. If you start to worry about how "Town" is supported, how PCs can might money with the skills/spells/abilities they've got instead of killing things and taking their stuff, why just about everywhere in the world has monster-infested tunnels under it, and what all of those monsters eat when they can't get hobbit, you're starting to play something else.
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03-18-2010, 10:13 AM | #39 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: [DF] Healing up in Town
Yes. This is why my replies here, in PM, and in e-mail acquire a slightly peevish tone when asked to justify something or show my math when it comes to DF. There is no justification beyond, "Man, that's how it was back in the day! I loved those games!" The DF series really isn't for gamers who want lovingly detailed settings and sensible economics and ecologies. It's pure candy.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
03-18-2010, 10:39 AM | #40 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: [DF] Healing up in Town
To be fair many of us world builders got our training by answering just those questions for their players.
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Tags |
dungeon fantasy, healing, kromm explanation |
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