Tuesday, March 11, 2025

Three kinds of wealth abstraction rules

I don't always have the time or the energy to track currency in my elfgames, and although I see the merit in doing so when you're aiming for a specific kind of gamefeel, it's not a great fit for every game. So why is this so often treated as the standard? I mean, it can't be pure nostalgia or blind adherence to the old ways; a lot of the games that still stick with this have traded inventory weight for inventory slots, for instance. Gold for XP could be a plausible reason, but then again, there's no reason you can't implement this with abstracted wealth rules. 

Now, while I can't give you a definitive answer to this conundrum (if there even is one), I have spent some time trying to come up with interesting rules for wealth abstraction, just for fun. If nothing else, perhaps these will inspire some game designers to question why they're still sticking with the ol' Copper/Silver/Gold standard rather than experimenting with fun and less disruptive ways of handling wealth in their games.

WEALTH POINTS

You can spend your wealth points (WP) to add positive modifiers to negotiation checks.

When the party finds treasure, tell them how many wealth points they acquired. A small amount of coins would be worth a single WP for the whole party, while a golden statuette with emerald eyes could earn them as many as 5 WPs.

When you want to buy something, you can make a negotiation check by rolling a d20 vs a Difficulty Rating of...  

10 (mundane/cheap items)
14 (uncommon/expensive items)
18 (rare/exclusive) 

You can bypass a negotiation check entirely by spending a fixed amount of wealth points for each item tier, as seen below: 

Common/cheap: 10 WPs
Uncommon/expensive: 15 WPs
Rare/exclusive: 20 WPs

If you still want to brute force your way through a purchase after a failed negotiation attempt, add +5 to the WP cost. Any wealth points spent on the roll are subtracted from the total cost.

✦ Design notes

So, these rules intentionally put a big emphasis on negotiations over fixed prices. This is meant to represent haggling, rather than how much each item is actually worth. Prices normally fluctuate between stores and different regions IRL, so I thought this was a nice way to incorporate that in a game. And since you always have the option of caving in and paying an exorbitant price even if someone is overcharging you for their wares, I added that bit about bypassing negotiations.

Finally, if I were to implement this mechanic in a game, I'd definitely want to prepare a reference list for treasure and another for typical items, just to keep things fair and easy to run.

WEALTH USAGE DIE

If you want to keep the Copper/Silver/Gold standard but don't want to bother tracking individual coins, you can simply assign an usage die for each. Then, make three item lists: one for things that can be bought with copper, another for items that can be bought with silver, and one for the truly expensive things that only gold can buy.

Copper can only buy from the copper list.
Silver can buy from the copper and silver lists.
Gold can buy from all three lists.

When you want to buy something, roll a copper, silver or gold usage die, as determined by what you're buying. If you roll a 1 or 2, drop the die by a step (d12 > d10 > d8 > d6 > d4 > nil). If you don't have at least a d4, you simply can't afford to buy the things you want.

After completing a quest or exploring a dungeon, the party can potentially increase their wealth usage dice by a step, depending on how much they earned or pillaged. The standard odds for wealth improvement are...

Copper: 4-in-6
Silver: 2-in-6
Gold 1-in-6

The odds above are subject to both positive and negative changes, per the fiction. If the party was promised a fortune in gold, they might have higher odds of improving their gold usage die. If they were simply out in the sewers killing rats, maybe they only get to try to improve copper or silver (not both), with gold being out of the picture entirely. Such is the life of an adventurer.

✦ Design notes

The biggest hurdle to implementing these rules in a game is deciding the starting wealth of PCs. Do you just give them a d4 in copper, in which case they're flat out broke? Are some classes (if you're using those) wealthier from the get go? Are some even poorer? Balancing this out can be fun, but it's the sort of thing that will directly inform how your game feels in play, at least until the party gets some experience under their belts.

GMs can play around with positive and negative modifiers to UD checks, by the way: depending on what you're buying (and from whom), the GM may assign you a positive or negative modifier. This is a good way to represent how cheap or expensive something is, as well as the seller's negotiation skills and their disposition towards the buyer.

WEALTH LEVELS

No rolls, no checks, just a simple Wealth Level (WL).

At WL1, you can afford common gear, travel rations, simple accommodations, basic services
At WL2, you can afford quality gear, specialized services, components, luxurious accommodations, weapons, armor, daily wages
At WL3, you can afford property installments, magic items, monthly wages, horses, livestock

Characters increase their Wealth Level by getting paid for their services, plundering dungeons and undertaking financial ventures. There's no need for hard rules and parameters, either: if it makes fictional sense for a character to be on WL2, then that's their Wealth Level. If they go on a buying spree and overspend, they may drop down to WL1. Easy, clean, simple.

OPTIONAL RULE: if you want to mix gold for XP with these rules, characters can only level up when they reach WL3. Afterwards, they must invest most of their funds into training under a competent tutor, dropping back to WL1.

✦ Design notes

There's no denying that this is an incredibly high trust approach to wealth, bordering on FKR, and that's intentional. If you're completely burned out on currency tracking, this will probably be your favourite take on wealth abstraction in this post. Similarly, this is a great fit for games where wealth doesn't matter all that much, although the optional rule can give it a bit more heft, if that's what you're looking for.

ALL ABOUT THAT CASH

A funny thing happened while I was writing this post: I no longer know how I want to handle wealth in most of the games I'm currently developing. A few of these could be a great fit for some of my games, and indeed, they were built on ideas I initially had for the aforementioned games, but dropped for one reason or another. In a way, I guess this means I succeeded at what I set out to do with this post; I just didn't expect to be on the receiving end of it!

Now if you'll excuse me, I gotta go have a design-induced existential crisis. Those are always a lot of fun!

Saturday, March 8, 2025

PLANTS!! Or, how to enrich your setting's flora

One of the things that impressed me the most about Avowed was how much care was given to the flora of the Living Lands. It's often vibrant, awe-inspiring and, most important of all, gameable. Want to upgrade your gear? Go harvest some plants. Need a way to deal with large groups of enemies, but don't want to invest in magic? Well, some plants are basically grenades, molotovs or acid bombs. Oh, and you know the cool looking ruins you've spotted on the horizon? They're probably overgrown by giant roots, or if you're lucky, something even cooler!

The way Obsidian managed to seamlessly integrate flora into so many aspects of Avowed made me think of how some of my favourite fantasy writers usually pay a lot of attention to the flora of their own worlds, and how important those details are to making an immersive setting.

In my experience, however, most GMs overlook this aspect of world building completely, myself included. Sure, some of us pay lip service to it, dropping a few references to coniferous trees, berries and stuff like that when prompted by the players, but that's usually as far as it goes.

And honestly? That's completely fine by me. We're just nerds facilitating a game, we can't all be expected to be master world builders who spend hours and hours researching what sort of flora would make the most sense for each region of our settings. Simply put, this is the type of effort that rarely pays off, like developing intricate economies for every city or kingdom.

Still, the reason behind my enthusiasm for Avowed's flora wasn't related to realism or research at all, but how fantastic and unique it felt. And that, my friends, is much more achievable for us lowly GMs. Achievable and gameable.

TABLES ARE ALWAYS THE ANSWER

Well, maybe not always, but that's what I usually default to whenever I want to generate interesting things fast. I quickly settled into six different categories:

Appearance: Usually the first thing the PCs will notice about a plant, and surprisingly useful for setting the mood, too. Drop some fleshy, writhing plants in the woods and your players are probably going to be immediately wary of the area.
Biome: The sort of region your weird plants are located in. Try generating at least a couple of plants for each major area in your setting, but don't be afraid of reusing a plant in multiple regions.
Interactions: Plants don't exist in a vacuum. Defining a few key ways they interact with their environment and the fauna that inhabits it is essential (and a lot of fun, too!).
Smell: Never underestimate the impact of describing a smell. Our olfactory memory is unreasonably powerful, and you should wield it responsibly.
Useful properties: I did mention this would be gameable, right?
Rarity: While most of the categories above are player-facing, this one is more relevant to GMs. You can outright tell your players how rare or common a plant is, but isn't it more interesting to let them work for that knowledge?

Now that we've established what each table will explore, let's dig in!

Elegant RPG Table
Appearance Biome Interactions
1. Glowing tendrils 1. Rainforest 1. Calms nearby creatures
2. Umbrella-like leaves 2. Desert 2. Makes observers hallucinate
3. Gem-like flowers 3. Tundra 3. Attracts and feeds wildlife (prey)
4. Thorny, enormous vines 4. Swamp 4. Burrows when it rains
5. Fuzzy, humming moss 5. Mountains 5. Shrieks when approached
6. Spiral petals 6. Grasslands 6. Protected by predators
7. Color-changing fronds 7. Volcanic 7. Attracts lightning
8. Knotted roots 8. Coastal 8. Unroots itself and migrates
9. Maw-like blossoms 9. Swamps 9. Trips travelers
10. Skin-mimicking bark 10. Rocky hills 10. Changes color near magic
11. Feather-like leaves 11. Fjords 11. Hosts friendly insects
12. Stained glass bark 12. Lakes 12. Attracts fairies
13. Skeleton-like branch 13. Graveyards 13. Worshipped by undead
14. Sparkling stems 14. Savannas 14. Boosts plant growth
15. Fur-like shrubs 15. Prairies 15. Houses prey animals
16. Covered in red sap 16. Riverlands 16. Contaminates water
17. Crescent moon flowers 17. Islands 17. Darkens surroundings
18. Iridescent spores 18. Wastelands 18. Taints the soil
19. Bioluminescent patterns 19. Overgrown ruins 19. Repairs structures
20. Pulsing, organic growths 20. Underground 20. Infested with spiders

Elegant RPG Table

Smells Properties Rarity
1. Rotting meat 1. Healing salve 1. Common
2. Sweet honey 2. Disinfectant 2. Uncommon
3. Fresh rain 3. Stamina potion 3. Rare
4. Burnt sugar 4. Strong adhesive 4. Very Rare
5. Spiced wine 5. Powerful antidote 5. Legendary
6. Crushed metal 6. Alchemical marvel 6. Seasonal
7. Bone dust 7. Armor-like bark 7. Endangered
8. Vanilla 8. Highly nutritious 8. Abundant
9. Cinnamon 9. Fire-starting oil 9. Cultivated
10. Wet fur 10. Insect repellent 10. Regional
11. Lavender 11. Poison enhancer 11. Corrupted
12. Dragon's breath 12. Dye-making flowers 12. Ancient
13. Sea salt 13. Paralyzing sap 13. Interdimensional
14. Goblin sweat 14. Fermented alcohol 14. Sentient
15. Blood 15. Magic enhancer 15. Transient
16. Sulphur 16. Demon bait 16. Infernal
17. Arcane fire 17. Charming fragrance 17. Artificial
18. Fairy dust 18. Rust removal 18. Sacred
19. Wet stone 19. Highly explosive 19. Cursed
20. Phoenix feathers 20. Water purifier 20. Mythical

WEIRD GREEN WONDERS

Yeah, that should do it. I'm excited to start making some truly bizarre plants and dropping them in my campaigns, and if y'all end up doing the same, I'd love to know how it goes!