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Railing Kill
Nov 14, 2008

You are the first crack in the sheer face of god. From you it will spread.

Guildencrantz posted:

Wait, an RPG that caters to people's inner kindness and innocence? That feels... Wrong, somehow.

7th Sea not only rewards you for being good and kind, but it pretty much requires it as part of the game's genre (i.e. swashbuckling Renaissance fantasy). If you do too many mean or ruthless or evil things, you lose too much Reputation and turn into a villain (and hand your character sheet over to the GM). It actually makes for a fun gameplay dynamic because there are usually easier but ruthless ways to solve a problem, so you often have to choose between paying for a problem in blood, sweat, and tears... or in virtue. There's obvious mechanical rewards for not getting beat up all the time for being a goody-goody, but there are also different mechanical rewards for having a high Reputation.

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Lichtenstein
May 31, 2012

It'll make sense, eventually.

Railing Kill posted:

7th Sea not only rewards you for being good and kind, but it pretty much requires it as part of the game's genre (i.e. swashbuckling Renaissance fantasy). If you do too many mean or ruthless or evil things, you lose too much Reputation and turn into a villain (and hand your character sheet over to the GM). It actually makes for a fun gameplay dynamic because there are usually easier but ruthless ways to solve a problem, so you often have to choose between paying for a problem in blood, sweat, and tears... or in virtue. There's obvious mechanical rewards for not getting beat up all the time for being a goody-goody, but there are also different mechanical rewards for having a high Reputation.

Our 7th Sea group turned from musketeer-ness to full-on murderhoboism pretty much as soon as GM started introducing the dumb metaplot elements. What started as fun swashbuckling adventures about escorting a lone cannon through the occupied not-Spain to aid the brave guerillas (I honestly can't remember what was the point of that to sustain a whole campaign. I don't think anyone cared) ended up in what was supposed to be a cool climax where we help prepare some not-Spanish town's defenses to ward off incoming not-French army, but somehow our efforts at pressganging people to prepare fortifications ended up in establishing a full-blown :commissar: revolutionary committee and war communism policies.

Ironically, it turned out the GM had a plan all along for my roguish Rilasciare (not-anarchist good terrorist) character to eventually leave the campaign and return unexpectedly as an important NPC in the ranks of the not-French Revolution when it finally erupts. Which would be baller as gently caress, but alas the group never recovered from hitting the bottom of murderhobo barrel.

(Our reputation was chugging along fine, because we were both legit helping the plucky freedom fighters and rarely left witnesses of our Guantanamoest deeds.

The Grammar Aryan
Apr 22, 2008
A friend of mine works for a small indie game company, and they're reworking one of the higher-up's older games into a new version. The guy's a pretty stereotypical tall, lanky grognard- everything has to work the way it would work in real life! In looking over the codebase of the old version, my friend has found out that:

-There is a check when you put a potion bottle in your backpack to see if it's closed or not. If it's not, it spills in your pack, losing the potion and possibly spoiling food.
-There's a check to see if you're a Paladin, and if you are, you get an invisible buff named "Fight +1."
-All Barbarians have a small percentage chance of having a heart attack when they rage.

That last one is my favorite, if only for the mental imagery associated with it.

"Thak will smash evil wizard! HUUAAAGhh..." *thud*

goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer
That game sounds amazing.

Evilreaver
Feb 26, 2007

GEORGE IS GETTIN' AUGMENTED!
Dinosaur Gum
Hopefully it's like Divinity in that there are hilarious interactions, like if you spill two different potions on the same bread they explode or combust or something.

Or have a wizard lightningbolt the barbarian's heart back in order :science:

Yawgmoth
Sep 10, 2003

This post is cursed!

The Grammar Aryan posted:

-There is a check when you put a potion bottle in your backpack to see if it's closed or not. If it's not, it spills in your pack, losing the potion and possibly spoiling food.
Ah yes, the much loved "roll to not be an incompetent moron" rule. That's an awesome rule because you very quickly discover who is and is not worth playing with in any capacity.

Zereth
Jul 9, 2003



Yawgmoth posted:

Ah yes, the much loved "roll to not be an incompetent moron" rule. That's an awesome rule because you very quickly discover who is and is not worth playing with in any capacity.
It's a videogame, so I'm assuming you have to manually tell the character to open a potion, then drink from it/use it, then close it again, rather than just :rolldice: "nope you forgot to close it"

Which is almost worse, really.

chitoryu12
Apr 24, 2014

The Grammar Aryan posted:

A friend of mine works for a small indie game company, and they're reworking one of the higher-up's older games into a new version. The guy's a pretty stereotypical tall, lanky grognard- everything has to work the way it would work in real life! In looking over the codebase of the old version, my friend has found out that:

-There is a check when you put a potion bottle in your backpack to see if it's closed or not. If it's not, it spills in your pack, losing the potion and possibly spoiling food.
-There's a check to see if you're a Paladin, and if you are, you get an invisible buff named "Fight +1."
-All Barbarians have a small percentage chance of having a heart attack when they rage.

That last one is my favorite, if only for the mental imagery associated with it.

"Thak will smash evil wizard! HUUAAAGhh..." *thud*

I kinda like the "Work the way it does in real life" thing, but in a positive sense for the players. Like if a PC has higher intelligence than the player and/or knowledge the player doesn't have, I can roll if the player is having trouble and their PC conveniently remembers something relevant that aids them. Like if the player specifies they're going to do a medical procedure that's kinda stupid and likely to harm the person they're healing but are playing a trained medic (usually if the player thinks they know what to do and wants to solve the problem themselves instead of making a generic roll), I can roll to have the PC remember that it's a bad idea and save the player from making a mistake his character wouldn't.

LornMarkus
Nov 8, 2011

chitoryu12 posted:

I kinda like the "Work the way it does in real life" thing, but in a positive sense for the players. Like if a PC has higher intelligence than the player and/or knowledge the player doesn't have, I can roll if the player is having trouble and their PC conveniently remembers something relevant that aids them. Like if the player specifies they're going to do a medical procedure that's kinda stupid and likely to harm the person they're healing but are playing a trained medic (usually if the player thinks they know what to do and wants to solve the problem themselves instead of making a generic roll), I can roll to have the PC remember that it's a bad idea and save the player from making a mistake his character wouldn't.

Oh boy, are we going to get a- . . . oh wait, this isn't Fatal and Friends so this probably won't fall to an impassioned debate re: intelligence rolls for problem solving.

chitoryu12
Apr 24, 2014

I have no problems opening this can of worms because I have nothing better to do!

I'm of the opinion that if a player can't figure out a problem on their own, a PC of appropriate intelligence and/or knowledge should be able to do so simply because otherwise the game gets bogged down as the players do the tabletop equivalent of pixel hunting. Likewise, a player with knowledge that their PC can't have (like a doctor playing a thuggish barbarian) shouldn't use their own OOC experience to give their character a boost. In the aforementioned example, a caveman with an average or lower Intelligence score shouldn't be able to perform complex surgical procedures just because the controlling player is a surgeon who knows how to do them in real life. If the player and PC intelligence or skills overlap, however (going back to the original post, a gun nut playing a gun nut of similar or greater Intelligence than the player), I'm cool with letting them use their own knowledge of the subject because you can reasonably expect them to have it.

Skellybones
May 31, 2011




Fun Shoe
On the other hand, a caveman having a flash of divine inspiration and hacking away at their friend with an obsidian knife, tearing out an infected appendix and sewing them up with catgut would be awesome.

chitoryu12
Apr 24, 2014

Shadeoses posted:

On the other hand, a caveman having a flash of divine inspiration and hacking away at their friend with an obsidian knife, tearing out an infected appendix and sewing them up with catgut would be awesome.

Yeah, I'd let a caveman do that if they rolled really well. I'm just saying that if a surgeon is playing a caveman, he shouldn't have his PC magically know exactly how to properly do an organ transplant and use his ability to tell the GM what procedure he's doing to get a bonus to the roll or whatever.

But if a caveman is playing a surgeon, he should be able to just roll the requisite skill without needing to solve a puzzle.

Cartoon
Jun 20, 2008

poop

Guildencrantz posted:

Wait, an RPG that caters to people's inner kindness and innocence? That feels... Wrong, somehow.
Fear not! A team of crack goon griefers are already working on ways to make players cry should it ever get ported to an MMO.

Remember these guys?

Cartoon posted:

I've been running a play by post AD&D1e campaign on these very forums for nearly a year.

Martha - A dwarven NG fighter who is obsessed with overthrowing the patriarchy.
Ciarán - A human Druid who is a rough parody of me in real life (Recently dropped out player).
Bolo - A Halfling N Thief who pretends to be a dandy and a fighter.
Lyme - An Elven NE Magic User who is a stranger in a xenophobic city state and uses a nom de plume (Amaranth) with the party.
Fah Ruité - An Elven CG Ranger who has recently joined replacing Aello who dropped for reasons.
So having an evil PC that's a bold choice. Yes indeed it is. Fortunate for this thread really. When she first arrived in the xenophobic city state Lyme wandered into one of the many taverns in the lower city. She was immediately targeted by two ruffians who had, as their default plan her mugging and possible murder. The smarter one realised that there was a person who was keen on procuring elves for happy fun times and introduced the PC to him. Although it was couched in polite euphemisms he basically agreed to put her in touch with one of the dark sects in the city in return for some later dark sex of his own. Whether this agreement was willingly entered or not is an interesting point.

The PC then went about their business and it wasn't until the better part of a year had past that the dark sex seeker calling in their part of the deal. Conscious that this was dangerously close to the rim of the font of cat piss no detail was made of the event and the PC could probably have ducked out if they had really wanted to. They did not. What they did do however was immediately contract with our Halfling thief to put a hit out on the guy. Proper research was done into who he actually was (a foundry guild salesperson) where he lived and what his movements were. The thieves contacts basically advised that he could most easily be waylayed on his way home from his favourite drinking establishment and to prevent post mortem detection via an especially egregious spell (Speak With The Dead) the body chucked into one of the many furnaces in the conveniently nearby foundry. Seems clear enough. But now the awesome starts.

Bolo decides that it is too difficult to drag a body to a furnace unseen and it would be better to do the deed in the tavern that the guy uses for his elven booty fun time trysts and (you knew this was coming) then burn the place down to hide the evidence. Now this is pretty usual murder hobo behaviour but as part of the cunning plan they then rope Martha into it so they have some muscle on hand in case things go wrong. Further to this they decide to disguise the vengeful elf as another party member (also a female elf) and attempt to get her procured as part of the means of access to the original naughty elfaphile. The dwarf decided that it would be a good idea to go to the tavern disguised (ala Pratchet) as a dwarf by the use of false beard hangers and to loudly proclaim that dwarves were vermin and should be wiped out of the city in the name of one of the Noble houses that have exactly these views about dwarves (There is actually a decent enough reason for doing this that would take too long to properly explain).

And so it went down. The elf's disguise doesn't actually fool the smarter of the ruffians but he just assumes that it is part of some sick cosplay type deviant stuff he'd rather not know about and plays along. When he goes to fetch the elfaphile he does point out it is the elf from before but the mark also just thinks about happy fun times rather than a brutal murder plot. Meanwhile the Hobbit of mass destruction has used his extremely OP (AD&D1e) Ring of Invisibility to gain entry to the back room unseen. As the introductions between elf and elfaphile are being made the dwarf makes her presence known and starts besmirching the character of the dwarven race. A paladin who is part of the foundry watch takes immediate umbrage at this and demands the dwarf cease and desist. Having now gained the full attention of the crowded bar room the dwarf in disguise departs.

Meanwhile in the back room Mr about to be happy pants unlocks and opens the door to the private suite and ushers his prize inside. While he is shutting the door his weasel familiar notes an odd smell. Too late! the thief strikes from invisibility and ->MISSES<-. Some what uncomprehending the mage casts Blink but his familiar has now eaten a pair of Magic Missiles and himself the spare. Regrouping the thief has a second shot (OP ring) and this time takes the guy out before he can either escape or call for help. Carefully removing only loot that might go unmissed the death squad prepare for their departure and set fire to the room. Waiting until the blaze is well alight they close the door and successfully depart under cover of invisibility. Returning to their usual haunts they ensure their alibis are intact and breath a collective sigh of relief.

It isn't too long before news reaches them of an enormous fire in the lower city that has claimed at least nineteen lives. :allears:

Cartoon fucked around with this message at 02:43 on Jul 18, 2015

Skellybones
May 31, 2011




Fun Shoe
Well sure when you phrase it like that it sounds bad.

Splode
Jun 18, 2013

put some clothes on you little freak
Went perfectly really (I play Bolo)

silentsnack
Mar 19, 2009

Donald John Trump (born June 14, 1946) is the 45th and current President of the United States. Before entering politics, he was a businessman and television personality.

That sounds like a fire doing its job with appreciable enthusiasm. Nicely done, fire.

Freudian
Mar 23, 2011

People I follow on tumblr posted the end results of their D&D campaign:

"Our only goal was to prevent people from summoning Satan.

Our paladin summoned Satan."

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Freudian posted:

People I follow on tumblr posted the end results of their D&D campaign:

"Our only goal was to prevent people from summoning Satan.

Our paladin summoned Satan."

You had ONE JOB, Paladin.

Railing Kill
Nov 14, 2008

You are the first crack in the sheer face of god. From you it will spread.

Freudian posted:

People I follow on tumblr posted the end results of their D&D campaign:

"Our only goal was to prevent people from summoning Satan.

Our paladin summoned Satan."

Haha. Holy poo poo.


Lichtenstein posted:

Our 7th Sea group turned from musketeer-ness to full-on murderhoboism pretty much as soon as GM started introducing the dumb metaplot elements. What started as fun swashbuckling adventures about escorting a lone cannon through the occupied not-Spain to aid the brave guerillas (I honestly can't remember what was the point of that to sustain a whole campaign. I don't think anyone cared) ended up in what was supposed to be a cool climax where we help prepare some not-Spanish town's defenses to ward off incoming not-French army, but somehow our efforts at pressganging people to prepare fortifications ended up in establishing a full-blown :commissar: revolutionary committee and war communism policies.

Ironically, it turned out the GM had a plan all along for my roguish Rilasciare (not-anarchist good terrorist) character to eventually leave the campaign and return unexpectedly as an important NPC in the ranks of the not-French Revolution when it finally erupts. Which would be baller as gently caress, but alas the group never recovered from hitting the bottom of murderhobo barrel.

(Our reputation was chugging along fine, because we were both legit helping the plucky freedom fighters and rarely left witnesses of our Guantanamoest deeds.

The first edition 7th Sea rules are easy to circumvent and frankly broken in a lot of places. A friend of mine and I used a house rule early on that made Reputation more like a mix of literal reputation and karma, so that you couldn't avoid backlash for at least some of your bad deeds, even if you covered your tracks. That made way more sense to use, given the game's genre and tone. Later on, we even had two separate tracks, one for literal rep, and one for karma. If either of them dipped below -20, you were a villain. That made for fun character concepts, though, because you could play someone who had a bad rep, deserved or not, but who had a heart of gold. Or you could play someone who appeared squeaky clean, but who did underhanded poo poo all the time (but not enough to become a villain).

I eventually rewrote the entire goddamn game system from the ground up, because I love the setting and genre, but holy poo poo was first edition broken.

Skellybones
May 31, 2011




Fun Shoe
It has been revealed OOC that the 13 year old bookish wizard we 'borrowed' from the monastery is in fact an evil necromancer.

:getin:

My Lovely Horse
Aug 21, 2010

The Grammar Aryan posted:

-There's a check to see if you're a Paladin, and if you are, you get an invisible buff named "Fight +1."
I misread that at first, and now I really like the idea of randomly checking to see if you're a Paladin. Like, any PC could secretly be one and not know. I feel like that should be how the idea of Paladins gets implemented from now one. Isn't that how being God's chosen one works?

==========

My party of intrepid adventurers is exploring the tomb of a legendary gambler and have to summon a spirit to power up a broken slot machine. To do this, they must substitute the letters in the spirit's name into numbers, then trace it on a magic square, which was part of the battle map. I took this idea from actual occult practices where it's supposed to work... more or less exactly the same, really. Lest you think we're all weird pagans, I just thought it might be a nice additional challenge for grid-based combat (and it was!).

Round one. The teenage warlock enters the magic square and draws the first sigil. Suddenly, undead monstrosities appear and start tearing into her! Two critical hits mean she's almost down, the third monster approaches...
... the player chants "gonna roll a 1, gonna roll a 1..."
... I roll a 1.

Round two. The warlock has to move on, but she will draw an opportunity attack. She moves, I roll the attack...
... player chants "gonna miss, gonna miss..."
... it misses.

Round three. Same situation. Her teammates have, by now, buffed her up a bit and between that and her own abilities, she's got a solid 25 AC now. I roll for an OA...
... she chants "no more than 24, no more than 24..."
... and I roll exactly 24, look around, and say "suddenly I'm kind of nervous about what might happen if you finish drawing that name."

My Lovely Horse fucked around with this message at 18:38 on Jul 19, 2015

LornMarkus
Nov 8, 2011

My Lovely Horse posted:

I misread that at first, and now I really like the idea of randomly checking to see if you're a Paladin. Like, any PC could secretly be one and not know. I feel like that should be how the idea of Paladins gets implemented from now one. Isn't that how being God's chosen one works?

Hmm, gating a class behind that would be a little annoying. Instead I suggest a secondary check every time you get a critical success. If you get another crit, then you instead have performed a miracle and are now the Messiah. Optional sub-rule that you can call it over after the first, or keep going and find out if your group will have have a second chosen one (or possibly the same one chosen by two different gods).

I think it works especially well because no matter what kind of campaign you're doing, having one character randomly turn out to be the savior would be hilarious/cool.

Skellybones
May 31, 2011




Fun Shoe

My Lovely Horse posted:

Not the commoner, the level 4 Pillsbury Doughnut Warlock.

I finally remembered to get clarification on this, and it turns out I just paid 20g for a single, normal donut. Kind of anticlimactic.

My Lovely Horse
Aug 21, 2010

Definitely a Dread Rorkannu situation.

"SERVANT, I DESIRE MORTAL PLEASURES. INDULGE IN GLUTTONY ON MY BEHALF. SPARE NO EXPENSE."
[...]
"SERVANT, YOU HAVE EATEN ONE OF THE DONUTS, AND PAID THE DONUT MAKER 20 OF YOUR GOLD COINS."
"That's how much it costs!"

Zereth
Jul 9, 2003



Clearly you threw 20 gold on the counter and demanded the finest donut the shopkeeper had.

The fact that the shopkeeper did not have an unusually fine donut did not stop him from taking the money.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
The donut had 1,999 copper coins baked into it.

Railing Kill
Nov 14, 2008

You are the first crack in the sheer face of god. From you it will spread.
I love it when games have ludicrous currency systems. I mean, I hate it, but sometimes it's funny. How much is a GP worth? Fuckin', I dunno. Who cares? You're in some one horse town, just throw down 1 GP and you're set at the inn. I usually don't even use SP and CP past level 2 in my D&D campaigns because why bother? Just round everything up to the nearest GP. If the players bitch, then they can go murder the nearest monster and get a hundred times the difference back. Once the party is buying magic items, most mundane poo poo just isn't worth keeping track of. Some of my players in the past have hemmed and hawed over prices of mundane goods and services down to the SP and CP, even when the cost was negligible to them. Like, the party is carrying around about 2,000 GP in cash, and they're haggling over how much SP a few "fine meals" should cost when meat is not included in them.

Then there's currency conversions in games. 7th Sea has six or seven currencies, with different conversion rates for each of them. (It's horrible, and the game encourages you to just use the Guilder, or Dutch currency, to flatten things out). My favorite one in that game is Ussura, i.e. Russia, who don't use currency. They have a barter system, and the only conversion anyone else has been able to figure out for their system is 1 Guilder is roughly equal to 1 literal chicken. The same players that fuss about small amounts of money have a field day in Ussura, because they have to figure out how to fraction chickens as currency. Things quickly get... messy.

Guildencrantz
May 1, 2012

IM ONE OF THE GOOD ONES
Re: currency, I'm having a lot of fun with it in my post-apocalyptic campaign. There's a barter system, but nobody wants to get bogged down in the minutiae of that, so we just use an abstract barter value in "whatever random less-than-useful crap you carry around to trade with".

I do, however, encourage my players to invent descriptions of what it is they're trading. So while, mechanically, they're buying 500 barter worth of ammo, in the game world they roll up to a merchant and dump two bars of soap, a fake gold ring, a pair of children's shoes and a photo poster with a naked lady on it, then ask for that much in bullets. Similarly, when they loot a place, I always give the rolled amount of barter as something flavorful, for instance looting an abandoned hotel means they make off with some comfortable pillows and duvets that will fetch a good price.

In practice it's all just a number, but it gets the players excited like little kids over completely mundane objects and that owns. Also, some settlements trying to reintroduce minted currency and credit is a minor plot point.

chitoryu12
Apr 24, 2014

Guildencrantz posted:

Re: currency, I'm having a lot of fun with it in my post-apocalyptic campaign. There's a barter system, but nobody wants to get bogged down in the minutiae of that, so we just use an abstract barter value in "whatever random less-than-useful crap you carry around to trade with".

I do, however, encourage my players to invent descriptions of what it is they're trading. So while, mechanically, they're buying 500 barter worth of ammo, in the game world they roll up to a merchant and dump two bars of soap, a fake gold ring, a pair of children's shoes and a photo poster with a naked lady on it, then ask for that much in bullets. Similarly, when they loot a place, I always give the rolled amount of barter as something flavorful, for instance looting an abandoned hotel means they make off with some comfortable pillows and duvets that will fetch a good price.

In practice it's all just a number, but it gets the players excited like little kids over completely mundane objects and that owns. Also, some settlements trying to reintroduce minted currency and credit is a minor plot point.

I've got a sort of trilogy of post-apocalyptic campaigns I'm planning (one during the zombie apocalypse starting on Z-Day itself, one about 5 to 10 years later where society has settled into scavenger clans and settlements in ramshackle fortresses and is still sending out people to search the remains of civilization for cool poo poo, and one that's multiple generations later where scrap fortresses have given way to legit towns and villages and inter-human warfare is a bigger threat than the tiny handful of zombies still left in the boonies), and I got the idea for my second campaign to generalize things with a State of Decay-style point system for requisitioning items from their settlement before going on a scavenging run. Every item has a point value and you get back points for turning in items. A good reputation or other stuff with NPCs gets you a discount.

None of this is how the actual in-character transactions go, like no NPC will say "You need 50 more points for this." It's just an OOC abstraction to let the players engage in typical and easy purchasing and selling without loving around trying to figure things out in a coincidence of wants. In-character, the players just use their influence and reputation to requisition or trade items.

Super Waffle
Sep 25, 2007

I'm a hermaphrodite and my parents (40K nerds) named me Slaanesh, THANKS MOM
I have found that players love really weird treasure. Its way more fun than killing that BBEG and finding a pile of gold coins in the back room. Sculptures, artwork, unique jewelry, and mildly magical items like a cape thats always billowing dramatically or an unnaturally comfortable pair of pants or an endless salt shaker. I once had my group find a stuffed and mounted Mindflayer, they loved that thing.

ellbent
May 2, 2007

I NEVER HAD SOUL
Re: currency, one of the things I think is nifty about Through The Breach is a sidebar -- I think in the equipment section -- that breaks down all the coinages less than the setting's dollar. Without getting into specifics, TTB takes place in a big evil frontier town run by a powerful merchant organization. The sidebar goes into detail for all the different coins, then says it's best to never use them or accept them as payment because the company store that runs the whole place values the coins by the (supposedly) ever-changing worth of their metals and will lie to you about that worth at every opportunity to shortchange you.

It then suggests that you just stick to the paper money and barter bullets for small purchases.

thespaceinvader
Mar 30, 2011

The slightest touch from a Gol-Shogeg will result in Instant Death!

Guildencrantz posted:

Re: currency, I'm having a lot of fun with it in my post-apocalyptic campaign. There's a barter system, but nobody wants to get bogged down in the minutiae of that, so we just use an abstract barter value in "whatever random less-than-useful crap you carry around to trade with".

I do, however, encourage my players to invent descriptions of what it is they're trading. So while, mechanically, they're buying 500 barter worth of ammo, in the game world they roll up to a merchant and dump two bars of soap, a fake gold ring, a pair of children's shoes and a photo poster with a naked lady on it, then ask for that much in bullets. Similarly, when they loot a place, I always give the rolled amount of barter as something flavorful, for instance looting an abandoned hotel means they make off with some comfortable pillows and duvets that will fetch a good price.

In practice it's all just a number, but it gets the players excited like little kids over completely mundane objects and that owns. Also, some settlements trying to reintroduce minted currency and credit is a minor plot point.

This is pretty cool, I'll have to remember it.

My favourite story about this sort of thing is my first ever non-LFR 4e campaign. We beat up some dudes and found a really expensive painting. Turned out to be stolen, so we went and tried to find the guy who owned it to give it back, got into a whole bunch of hijinx, tracked down a thieves' guild, etc etc etc.

Turned out that was just 'art objects worth X' from the treasure table. Made for a fun couple of sessions before we realised what was going on because we just weren't used to not getting LFR treasure bundles. Still fun after that, too.

The Grammar Aryan
Apr 22, 2008
RE: Currency.

One word: Electrum

The players in my Skull and Shackles game are currently sitting on three incredibly valuable skulls, two of which were intended as flavor loot to be converted into Real Money.

1: A scrimshawed hammerhead shark skull (which doesn't make a ton of sense, unless you can petrify cartilage, or I'm just wrong about shark anatomy), worth around 500 gp.
2: A scrimshawed whale jawbone. The scrimshaw is magic, and is actually a series of scrolls. Worth around 1500 gp, or 500 gp if the "scrolls" are used up.
3: A gilded walrus skull with a map of the Shackles scrimshawed on it. Worth about 1200 gp.

I can't give these guys flavor treasure if I want them to buy stuff. They actually opted to go into a dungeon without upgrading their equipment once because they would have had to cash out the skulls. The Barbarian wants skulls. The Rogue wants skulls. The Sorcerer wants to make a Grindylow-skull helmet. The Alchemist wants a skull-based alembic for making booze. The Gunslinger is the only one who isn't skull-focused, instead opting for trying to reverse-engineer a clockwork toucan that was broken by raptors.

So of course when they get a quest rumor about a jeweled mer-person skull that's supposedly cursed, they go after it. It's definitely not a demilich. It really isn't, but the gunslinger is the only person advising caution when chasing down cursed jeweled skulls, and everyone else is filled with skull lust.

50cp: Blood on the High Sea

Mr. Maltose
Feb 16, 2011

The Guffless Girlverine
It's right there in the campaign name, though.

thespaceinvader
Mar 30, 2011

The slightest touch from a Gol-Shogeg will result in Instant Death!

The Grammar Aryan posted:

1: A scrimshawed hammerhead shark skull (which doesn't make a ton of sense, unless you can petrify cartilage, or I'm just wrong about shark anatomy), worth around 500 gp.

You can definitely preserve cartilage long-term, I have a shark jawbone on my windowsill to prove it. Wouldn't be practical to scrimshaw though.

Railing Kill
Nov 14, 2008

You are the first crack in the sheer face of god. From you it will spread.

Guildencrantz posted:

Re: currency, I'm having a lot of fun with it in my post-apocalyptic campaign. There's a barter system, but nobody wants to get bogged down in the minutiae of that, so we just use an abstract barter value in "whatever random less-than-useful crap you carry around to trade with".

I do, however, encourage my players to invent descriptions of what it is they're trading. So while, mechanically, they're buying 500 barter worth of ammo, in the game world they roll up to a merchant and dump two bars of soap, a fake gold ring, a pair of children's shoes and a photo poster with a naked lady on it, then ask for that much in bullets. Similarly, when they loot a place, I always give the rolled amount of barter as something flavorful, for instance looting an abandoned hotel means they make off with some comfortable pillows and duvets that will fetch a good price.

In practice it's all just a number, but it gets the players excited like little kids over completely mundane objects and that owns. Also, some settlements trying to reintroduce minted currency and credit is a minor plot point.

I ran a post-apocalyptic campaign back in college and I used water as a base currency for bartering. Keeping in mind, this was more of an environmental apocalypse like The Road than a zombie apocalypse, so clear, fresh water was even harder to find. I didn't have a hard system for it. I let the players just decide how much water was worth to them, and I decided how much it was worth to the people they were trading with. I had a system for the PCs needing food and water over time, and that was it. It was pretty interesting, and one PC died of dehydration because someone else in the party lost too much of the party's water in a poker game with the leader of a band of raiders. We did the poker game IRL too, and what happened might be worthy for its own story ITT.

Dareon
Apr 6, 2009

by vyelkin

Railing Kill posted:

The same players that fuss about small amounts of money have a field day in Ussura, because they have to figure out how to fraction chickens as currency. Things quickly get... messy.

"Do you want your change in light meat or dark?"

"That merchant overcharged me, I'm going to march in there and demand my beak back."

"No, I'm not on the list, but perhaps my friend the parson's nose is."

"I toss a wishbone into the wishing well."

One game I was in had a whole bunch of different currencies. It was still D&D 3.5, so it was all gold pieces monetarily, but we had gold pieces from one nation, different gold pieces from ancient ruins, coins made of iron from another nation, and small jade carvings from a tribal nation. It never really mattered where they were from when it came time to spend them, but I really liked the detail and when my spy needed to act like a different kind of spy, I made sure to note I was bringing a handful of every type.

Also while typing that up I had the idea for an encounter with ninjas who have all their treasure tied up in 1-gp doses of poison. Poisons cost more than 1 gp per dose, so with an appropriate Craft (Poisonmaking) check, you can just mix your cash directly into a given poison.

Synthbuttrange
May 6, 2007

The Grammar Aryan posted:

chasing down cursed jeweled skulls

With the nautical theme and general tiredness I read that as jellyfish skulls and started to wonder if your players would start to take the hint.

Zereth
Jul 9, 2003



thespaceinvader posted:

You can definitely preserve cartilage long-term, I have a shark jawbone on my windowsill to prove it. Wouldn't be practical to scrimshaw though.
Clearly it's the skull of a dire hammerhead shark. Much stronger and capable of smashing rocks to pieces.

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Shady Amish Terror
Oct 11, 2007
I'm not Amish by choice. 8(
Present them with an NPC who is a friendly biologist who gives them quests involving bringing back live samples, see how long it takes them to come up with a plan to discretely steal all the biologist's mounted skeletal specimens.

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