'GM, I don't know what to spend money on'

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In this video, I rant about why players do not know what to spend their money on.
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Referees are also at fault for letting players think that they can ignore things like protecting their accrued wealth from thieves. The more the players have, the more they should be spending on keeping it.

FaoladhTV
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The interesting note on hirelings. In an upcoming campaign I'm playing a lesser noble paladin. The character concept is he comes from a house with too many children. There are no posts, lands or titles waiting for him, so he set out to seize them for himself as an adventurer. basically the background of a viking (literally meaning "adventurer") or a conquistadore. Suitably I told the GM the first goal of my character is... to have the wealth to have a full time valet and grow from there. Unfortunately the GM is well against me being able to have hirelings in battle... I think the issue is in modern gaming game masters want to keep things small and avoid extensive, exhausting crowded fights. I think that's just nobody knows how to manage such a thing now so the combat portion of the game doesn't take 8 interminable hours. They also don't want to track all my hirelings needs ect. I find myself unique that when I GM (when I am GM we play gurps because it's the best period) I am happy to keep adding characters to the party embracing the growing crunch and data tracking. It's not as hard as people think.

It's a shame too because it could be real fun if my paladin, worshiper of the god of war, sworn an oath of conquest could be a great battle leader in his own right. But him having a team all of his own really changes the entire game.

colonel__klink
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Holy hell you move fast! We were just talking about this before I went to bed. Granted, my bed time is your morning so... that tracks.

Thankfully I've never run into this problem, granted I've never run a dungeon delving game either heh. For the most part I run a tight ship, I never hand out tons of cash and making sure they have lots of things they have to think about using it for. A lot of my games have characters going off the grid and having to survive on their own so bribing ppl, buying food, water, ammo, renting a motel room for a few nights, buying a fake ID and so on helps to keep them hungry for cash.

But yeah, I'll tap the sign and keep on tapping it: Time keeping is important! From my first time GMing as a stoned out 12 year old to now, I kept detailed track of time and noting how much resources would be used. It just made sense to me, like why bother with food and stuff if it's not going to matter. It also helped keep things moving between sessions (this way by the time we started playing again the Nomad convoy they hitched a ride with has made it LA from Night City already).

On the other hand, I'm not a "1 to 1 time is the best thing ever!" guy. Mostly because not even Gary or Dave stuck to it unless they were doing big domain campaigns with a lot of moving players. In games were it's just one group of players you don't really need it all the time. At that point it's just one tool in the tool box; use it when it makes sense or use 2:1 or 1:2 time or whatever make the most sense. For example if it's going to take your players 4 months to get to mars in a Transhuman Space campaign I don't think anyone is going to want to wait 4 months to play again. If you're next game is in two weeks, just have two months go by per week; text your players what they are doing during this time every once in a while and maybe do a bottle episode or two over the phone or email in the mean time.

Holy fuck, can I rant or what?

But anywho, good video man. It's amazing how many problems we have when the answers to a lot of them have been there from the start. Granted a lot of RPG's these days are shaped by "ma' 40 years!" types who are basing how they run games on their foggy recalculation of how their 12 year old selves ran the games after looking at the DM's guide and going, "That's an awful lot of words, to bad I'm not reading all of that.", then the gamers who wanted to play D&D like a video game and then finally modern adult children who have never been spanked, never been told no, and think that expecting any amount of work or effort out them is basically fascism. Thankfully we got ppl trying to course correct (a little to much in some cases) and we got creative ppl who can build up from the ashes from the past.

TheRyujinLP
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i rarely have this issue in rpgs. i only had it in myfarog due to the lack of things to spend money on in that rpg

King.Leonidas
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I would love to see your breakdown on how gold-for-xp in relation to character points for gold traits (e.g. allies, wealth, etc). This has been a bugbear for me when trying to bridge the gap with other systems like ACKS. I vote ban them entirely, but that's eliminating a huge chunk of GURPS, including powers like summoners.

NocTempre
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Dear Eggplant! Sorry about commenting here out of theme, but somehow my comment hadn't appeared on your blog. You mentioned your GCS spell library, but on your published links, I couldn't find and spell-related GCS links, "only" skill and equipment related ones. Using your spell system, it'd be a huge boost and help to spare an enormous work of converting all your fashioned spells in the GCS Advantages. So if it is available, I'd really appreciate if you could share it with me.

zoltandemeter
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I always disliked xp for gold in D&D because you ended up with monsters carrying gold (and other coins, gems, etc.), even though they had no way to carry them, and players amassed ridiculous amounts of gold. With GURPS, I just have gold be rare and not scale up extensively. That keeps PCs relatively poor, after expenses, which is motivation to hunt for more gold.

Antitheist
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Hey, I'm a super-experienced GURPS GM. I'm looking for players for whom to RUN some Dungeons and GURPS. How do I find players?

energyscholar
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Tipping on rent? That's got to be a joke post 😆

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