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Old 01-28-2008, 12:28 AM   #1
Taliesin
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Default How 'bout Dungeon Fantasy: Rewards

Not a list of treasure items but ways to reward players in a longer campaign. Things like animal companions for the scout. Patents of nobility with a fife attached for the knight. Social rank in the wizard's or thieves guild. Special divine or arcane powers that can only be "unlocked" by using character points earned during play.
Just a bunch of cool stuff instead of players pushing their stats and skills ever and ever upward.
And a chapter of cool magic doodads wouldn't go amiss, neither.
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Old 01-28-2008, 12:43 AM   #2
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Default Re: How 'bout Dungeon Fantasy: Rewards

Problem with treasure is you have to buy wealth to keep it. ;)
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Old 01-28-2008, 02:45 AM   #3
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Default Re: How 'bout Dungeon Fantasy: Rewards

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Originally Posted by Captain-Captain
Problem with treasure is you have to buy wealth to keep it. ;)
Don't get that. To my mind, any material rewards offered to PCs are potential cp converted to material items anyway. Giving them enough to establish them as having wealth is just a different way of awarding cp in a more particularised manner. Noting the 'wealth' advantage on your sheet when you match the requirements after being awarded the money in play should be par for the course.
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Old 01-28-2008, 03:12 AM   #4
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Default Re: How 'bout Dungeon Fantasy: Rewards

I'd be surprised if anyone does actually enforce this, but going by the example of acquired advantages in 3rd edition, where platic surgery to improve appearance takes in game cash and time PLUS points - as positive gains must be paid for - the benefits of large amounts of cash require the wealth advantage being purchased.

Silly IMHO. If it was up to me I'd have done it like this: Wealth is broken down to three categories. 1) Starting money. 2) Outside Income. 3) Game earned.

Starting money is set by GM or game world book. Points may be spent to increase this, but they go bye bye forever if they are.

You can start out with less than that and gain back points.

Outside income is out of game money or monies that come to the character on a regular basis. By default it's a stipend without restrictions. If you want to have a job you have to account for it in play. This reduces the cost in proportion to the hindrance the character gets from it.

Game Earned money is earned by virtue of being acquired in game through player actions (or percieved actions). The GM sets the limit by putting out so much to be acquired. No point cost for this money. Ever.
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Old 01-28-2008, 04:16 AM   #5
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Default Re: How 'bout Dungeon Fantasy: Rewards

Aye. If the GM let's the PCs uncover a dragon's horde worth 20.000$ for each member this is to me the same as him saying 'I award you 20 cp each for this adventure - only you have to invest it in wealth.'

imo, It's up to the GM to balance these kind of rewards (including magical items and such as well) in pace with how fast he wants the group to progress in conjunction with their non-pre-assigned cp progression, not for the PCs to have to pay for it.
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Old 01-28-2008, 08:56 AM   #6
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Default Re: How 'bout Dungeon Fantasy: Rewards

See, for a Dungeon Fantasy style game, the Job and Wealth section of Gurps needs to be tossed.

These games arent deep. Your not a functional member of society who happens to have an adventure or two every few months, and live in your house in between.

Your JOB is to go into dark, scary places, kill things, and take their stuff. Its high risk, but it has high reward. Its SO high risk, you cant even narrow down your job to one job roll. Nooo, you have to do 70-80 rolls, with all kinds of target numbers, to get paid.

You cant attach a wealth level to it either. Its freelance and all over the board. But just as I wouldnt charge points for living long enough to reap the spoils of your dungeon crawl, no fair getting points for being homeless, living out of your backpack, and squatting in a neighborhood that makes the worst parts of Baghdad look tame and homey in comparison.

Dungeon Fantasy characters (and several other kinds of adventurer too) dont have a Wealth advantage/disadvantage category, much less a rating in that category. They just have cash money and some equipment, and work within those limits. They need more income? Time to find another Dungeon.

Any other source of income, and your not playing the kind of game that D&D and Dungeon Fantasy (and Munchkin, and Hackmaster...) really talks about. Your playing something more typically GURPS.
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Old 01-28-2008, 09:15 AM   #7
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Default Re: How 'bout Dungeon Fantasy: Rewards

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Originally Posted by chandley
See, for a Dungeon Fantasy style game, the Job and Wealth section of Gurps needs to be tossed.

These games arent deep. Your not a functional member of society who happens to have an adventure or two every few months, and live in your house in between.
I would use status and associated cost of liwing though..

The chars would of course need higher status to get the cooller quests. Or something like that.. And of course you need status to have a castle of your own with hired guards etc.. So once you got more stuff than you can carry you'd want to get status..
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Old 01-28-2008, 09:51 AM   #8
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Default Re: How 'bout Dungeon Fantasy: Rewards

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Originally Posted by chandley
Dungeon Fantasy characters (and several other kinds of adventurer too) dont have a Wealth advantage/disadvantage category, much less a rating in that category. They just have cash money and some equipment, and work within those limits. They need more income? Time to find another Dungeon.
Actually they do, but it has nothing to do with Jobs. Instead, the wealth level covers waht your base rate of return on selling all that junk you carried out of the dungeon (before taking into account haggling with the Merchant skill).

This, I think, is a brilliant solution and means you can totally ignore the effect of found wealth on the characters wealth level.

STATUS, otoh, is not one of the approved advantages, according to DF 1. Everyone has a weekly "cost of living" of a flat $150 per week, but DF2 has rules for players who want to live in the gutter or under a bush to save cash, and of course Addictions and compulsive behaviors and etc increase cost of living.
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Old 01-28-2008, 03:35 PM   #9
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Default Re: How 'bout Dungeon Fantasy: Rewards

Quote:
Originally Posted by chandley
See, for a Dungeon Fantasy style game, the Job and Wealth section of Gurps needs to be tossed.

These games arent deep. Your not a functional member of society who happens to have an adventure or two every few months, and live in your house in between.
I think this may be a bit too literal an approach. Although a pure dungeon crawl campaign would be as you describe, a campaign with occasional dungeon crawl adventures but also including other adventure styles would not.
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Old 01-28-2008, 03:38 PM   #10
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Default Re: How 'bout Dungeon Fantasy: Rewards

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Originally Posted by B9anders
I think this may be a bit too literal an approach. Although a pure dungeon crawl campaign would be as you describe, a campaign with occasional dungeon crawl adventures but also including other adventure styles would not.
Agreed I have ran my own fantasy campaign since 1987 using this style. Using Dungeon Fantasy is not an all or nothing affair. It does need some level of support which is why I am glad to see the DF PDFs released.
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