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Thread 96258074

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Anonymous No.96258074 >>96258091 >>96258143 >>96258154 >>96258180 >>96258199 >>96258217 >>96258236 >>96259646 >>96259662 >>96260028 >>96260094 >>96260295 >>96260529 >>96260654 >>96260911 >>96261066 >>96261069 >>96263990 >>96264440 >>96269538 >>96270631 >>96271567 >>96272530 >>96275032
What do you guys do when your players get a lot of currency but they refuse to spend it on useless shit like better housing, food, etc.?
Anonymous No.96258091
>>96258074 (OP)
Never had this problem.
Anonymous No.96258143 >>96260724
>>96258074 (OP)
>housing
>food
>useless
Since when are they useless?
Anonymous No.96258154
>>96258074 (OP)
Wealth has weight and volume, if they wanna keep it they need to figure out a way to safely stash or carry it.
Anonymous No.96258180
>>96258074 (OP)
Make them suffer from inflation. Not the economic type.
Anonymous No.96258199
>>96258074 (OP)
They can do what they want with their bloody money.
Anonymous No.96258217
>>96258074 (OP)
Have something interesting to spend money on you fucking idiot.
Anonymous No.96258236
>>96258074 (OP)

I switch to a better gaming system
Anonymous No.96259030
Have it stolen.
Anonymous No.96259646
>>96258074 (OP)
-4 to all rolls for poor lifestyle
Anonymous No.96259662 >>96260087
>>96258074 (OP)
deduct fate points for refusing a compel on the character aspect "human being with basic needs"
Anonymous No.96260028
>>96258074 (OP)
Steal the money. It works wonders for player motivation.
Anonymous No.96260087
>>96259662
Anonymous No.96260094
>>96258074 (OP)
My table loves spending money on things both useful and frivolous, if anything finding the shops is the hard part. We end up with piles of gold and nobody who will sell shit to us because we are too busy in endless battle land.
Anonymous No.96260295 >>96260333 >>96260470
>>96258074 (OP)
Get better players.
Anonymous No.96260333
>>96260295
kek
Anonymous No.96260470 >>96262981 >>96272083
Amusingly that anon >>96260295 was playing it right, just for the wrong game.
Won't work for most modern games - at least no as is, but if memory serves, in the original Red Box, the superfluous spending of gold from your adventures was how you increased XP.
That's one way to deal with the issue.
Anonymous No.96260529
>>96258074 (OP)
> players not playing my DMing fee
> show up at their workplace in my lewdest T-shirt to collect
Anonymous No.96260654
>>96258074 (OP)
Food is useful because your PCs need to eat (unless they're undead, constructs or some other weird shit). You could easily have a nice nutritious meal provide morale bonuses or hasted health recovery.

Housing is useful because you need a place to store your stuff, and it'd probably be advisable to have that be in an enclosed, secure building that you own the keys to.

The problem isn't that these things are fundamentally useless, its that your campaign has such a deemphasis on basic logistics that essential provisions don't do anything. Provide even the barest incentives for buying these things, and buying them at sufficient quality, and you'll see them purchased.
Anonymous No.96260724 >>96263045
>>96258143
The players have no real reason to give a shit about those and the amount of Gold your character has feels like a videogame high score spending it on that feels pointless.
Can you tell I'm a problem player?
Anonymous No.96260745
Make the rule that PCs have to SPEND the gp to earn XP.
Anonymous No.96260784
Do the whole Stars Without Number faction thing. Maybe the player characters have all the gear they need, but the different groups in the setting need money/resources. Church wants to build a new chapel, militia needs to outfit its soldiers, that sort of thing.

And it's not just a money pit when this affects some faction's wealth score and the party's standing with them. The townsfolk are grateful for those wall repairs, but now all the burglars are pissed.
Anonymous No.96260911
>>96258074 (OP)
You could apply actual bonuses for better food/housing. Give them bonuses if they're actually buying a manor, sleeping in a cozy bed, and hire a cook to make them nicer meals, rather subsisting off trail rations and sleeping in a tent no matter what.
Temporary health bonus, extra movement speed, maybe some metacurrency to reroll things. There's quite a few ways you could handle it.
Anonymous No.96261066 >>96263465
>>96258074 (OP)
Fundamentally the goal is to buy your way into landed gentry, so that you can own manor house and enough surrounding estates to be self-sufficient.
Which becomes valid excuse to acquire wide assortment of maids and farmhand tomboys.
And maybe ocassional defeated villainess put into indentured servitude.
Anonymous No.96261069
>>96258074 (OP)
The taxman hears of it
Wonk No.96261449
Work out a GP/Level upkeep system like in ACKS that way you can have a listed number of how much it costs to House, Feed, Water, and clothe the average dumbass of a certain level. but me personally I've yet to run into that issue.
Anonymous No.96262168 >>96263519
I would make them buy a small town
Anonymous No.96262981
>>96260470
>Won't work for most modern games - at least no as is, but if memory serves, in the original Red Box, the superfluous spending of gold from your adventures was how you increased XP.
Just recovering the gold during an adventure is enough to get XP. You don't need to spend it. Training costs as a core rule is exclusively an AD&D 1e thing. And the costs there are unrelated to XP, but character level.
Anonymous No.96263045
>>96260724
Easy. If you only cover the very basic needs of your character, you perform worse. That character that "splurged" on a motel room for a night instead of sleeping inside the car? He doesn't get negative modifiers for rolls for the next day.
Anonymous No.96263465
>>96261066
This anon understands.
Anonymous No.96263519
>>96262168
I would make them buy a large village.
Anonymous No.96263990 >>96264005
>>96258074 (OP)
Why do they need to spend it on useless things?
Anonymous No.96264005
>>96263990
Beyond certain point you just run out of useful things to buy. In some games it happens pretty early.
Anonymous No.96264440
>>96258074 (OP)
tax them
Anonymous No.96269538
>>96258074 (OP)
Um, let them keep it and spend it how they want? They did earn it after all and invalidating the rewards with one hand that you give with the other tends to demotivate the players into wanting to play your campaign.

Obviously there should be repercussions for how they spend it, improved reactions from NPCs if the characters dress nice, give to local charities or bribe crime bosses/polticians, etc, but you should really leave it up to them.

If you motivation for removing their wealth is because cash rewards are the only way you know how to get the characters to go on dangerous adventures, maybe you should look into using some other methods of getting them to accept plot hooks? Love, hate, loyalty, revenge, etc can all make for good campaigns.
Anonymous No.96270631
>>96258074 (OP)

Play it up in a self-aware way. EG with DnD, characters are pretty rich by medieval standards by level 4-5. So the ones who keep adventuring are a little touched in the head and addicted to wanderlust, adrenaline/danger, etc.
Anonymous No.96271567
>>96258074 (OP)
I used to wonder why people spent money on system shit, but it's because most of you are fucking idiots and quite literally cannot think for yourselves. The answer is simple: make your own mechanics to make shit like improved sleeping quarters and food a desirable objective.
Anonymous No.96272083
>>96260470
>superfluous spending of gold from your adventures was how you increased XP.
>After a long adventure PC unloads a fortune in gold to a brothel
>Gains a point in strength, cleave feat, a couple of hitpoints and -dice, learns climbing
I will now play your game
Anonymous No.96272530
>>96258074 (OP)
Travel costs money, whether it's booking passage on a sailing vessel or feeding and caring for horses or hiring a guide or buying a caravan or even paying duties at borders. Hirelings, men at arms and mercenaries cost money. Provisions cost money. Lamp oil, ropes, holy symbols, spell reagents, caltrops, etc. all cost money. Magic items cost vast sums of money. There are also always people who want a share of that money and might even feel entitled to it - the LOCAL LORD, the church, thieves, con men, honest officials, corrupt officials, organized crime, etc. How do your players cart around their wealth? Gold is incredibly heavy with equivalent values of electrum, silver, etc. being even more so, gems aren't very fungible for buying anything smaller than a house and other valuables like art and books and antiques are even less so on top of often being delicate. If your players are traveling light or can't bring it with them for whatever reason then they'll either have to condense their wealth into a portable form, stash it somewhere or simply leave it behind.

Seems like you've painted yourself into a corner by not keeping up on your logistics.
Anonymous No.96272787
Here's the great thing about savings, you can never have enough. Humans are really bad at planning economically on long scales of time.

The PHB lists a comfortable lifestyle of living at 2gp per day, that comes out to about 11k gp over the course of only 15 years. Who knows if that accounts for every expense.

Imagine being an Elf for christ sakes, wherein retirement could be a measure of 350 years. That's about 255k gp.

Imagine having kids, buying horses, land. I doubt any of that is included in these prices. A human adventurer looking to retire early would need 33k to live comfortably for only 45 years.

If you're dolling out more than a dragon's hoard at a time of course problems arise, but I've never faced one.
Anonymous No.96275032
>>96258074 (OP)
This is mostly a convenience/quality of life issue, but it's easy to fix.

The reason why it happens is because even though money has weight and people need food and rest, most tables just consider this too tedious of a mechanic to even consider. The only time a party orders food or rests in a specific location is for roleplay reasons, other than that it's just "assumed" that they've been eating and sleeping and bathing regularly the whole time behind the scenes. It's not very realistic, but it can detract from gameplay to have to constantly maintain the parties attention on such a relatively small mechanic. Up until the point where the party comes across 1,000,000 Gold bars, or some other ludicrous amount that they obviously wouldn't be able to logically carry without a large vessel. Or until they are stranded in the desert and now it makes sense to make keeping track of food and water whereas before they never even thought of it.

For more realistic/survival/resource scarcity you can just introduce weight/survival mechanics that can also make certain skills more usable, but it depends on the setting and what the party has fun with. If people think it slows the game down then just ignore it, but if they'd like to play with actual carry weight bogging them down and needing to keep track of food then let them. I find it's only really immersive at lower-levels since once partys become somewhat strong and powerful they can just buy vehicles or help to take care of that stuff for them, and thus feel more like an actual organization with managed logistics rather than just a group of wanderers.