2 thoughts on “Saturday Morning Gaming: Loading Up

  1. I don’t mind the minutia. My problem is with rolling for wealth. I prefer a game where the characters and setting are sufficiently developed that each character has a level of wealth. I like it rolled for, but within a range that matches the social class. Sure, sometimes a knight can be poor following a family disgrace. He can also come from wealth. Whether or not he does is going to depend on the society and on his particular situation, and those things are going to affect him in enough ways that it’s something worth developing.

    Pardon my fascination with math, but I’ve used 2 d6 to create a character’s wealth, but not by adding the dice. Taking 1d6 times 1d6 gives you a distribution from 1 to 36 that’s heavily skewed toward the low end. It simulates real-world economics. In your gaming world, it may be the case that everyone’s poor, or that there is a caste system that creates three distinct layers of relative wealth, or whatever. You can adjust your own dice to match it. For me, I like the added pressure of the 1d6*1d6 simulating the haves and have nots.

    After all the characters meet at a bar, I figure that’s when they buy their equipment. If I’m a starting adventurer, I’m not going to be carrying around all the things I need to survive a dungeon. I’m going to meet up with a group, and before we enter Cave #1, that’s when I want us to check to see if someone has rope.Report

    1. I’ve seen systems that say “you have this many gold in starting equipment but your purse has 5d4 gold pieces in it” and I think I like that… I mean so long as you make distinctions between what a monk is likely to have on him (robe, staff, rope belt) versus a fighter (20 pounds of stuff) but what works really well in a computer game does not work well at all at the table.

      But even computer games don’t care about half the stuff on the equipment list. Weapons? Yes. Armor? Indeed! Ammo? Oh, mais oui! Ball bearings? Get the heck out of here.Report

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