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economy [2017/11/24 21:47]
gm_mike created
economy [2018/01/25 22:52] (current)
gm_mike
Line 1: Line 1:
 ====== Economy ====== ====== Economy ======
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 +__**Several changes will be made to this page before release. ​ We will have an actual economy, with some low-level and utility consumable items, but we are still figuring out the details**__
  
 While there is a thriving economy of buying and selling in setting, this is mostly below the abstraction layer mechanically. ​ In particular, characters will not have a numerically defined amount of money. ​ Instead, characters may buy skills which represent general levels of wealth. ​ For example, when faced with a warehouse which might potentially contain evidence, a character with no wealth skills will have to rely on their charm and/or wit and/or weapons. ​ A character with moderate wealth may be able to bribe some local vandals to create a distraction,​ or bribe the guards to take the evening off.  A character with a fortune may be able to purchase the warehouse. While there is a thriving economy of buying and selling in setting, this is mostly below the abstraction layer mechanically. ​ In particular, characters will not have a numerically defined amount of money. ​ Instead, characters may buy skills which represent general levels of wealth. ​ For example, when faced with a warehouse which might potentially contain evidence, a character with no wealth skills will have to rely on their charm and/or wit and/or weapons. ​ A character with moderate wealth may be able to bribe some local vandals to create a distraction,​ or bribe the guards to take the evening off.  A character with a fortune may be able to purchase the warehouse.
  
 All characters may obtain the equipment needed to use their skills between adventures. ​ For example a character with the "use shield"​ skill can start play with a shield, and easily obtain a new one between adventures if the shield is lost.  Obtaining replacement items during adventures may be possible at GM discretion (e.g. by purchasing a new one if the adventure takes place in Landfall, or by requesting a supply drop). All characters may obtain the equipment needed to use their skills between adventures. ​ For example a character with the "use shield"​ skill can start play with a shield, and easily obtain a new one between adventures if the shield is lost.  Obtaining replacement items during adventures may be possible at GM discretion (e.g. by purchasing a new one if the adventure takes place in Landfall, or by requesting a supply drop).
economy.txt ยท Last modified: 2018/01/25 22:52 by gm_mike