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United Kingdom3341 Posts
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Simberto
Germany11252 Posts
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HystericaLaughter
Australia720 Posts
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Simberto
Germany11252 Posts
It's just something i have been thinking about because at the moment the way you are handling money is kind of weird(it worked just fine when we had rich europeans around), but you are also in a situation where it really should matter considering none of you actually have a lot of money, and i kind of dislike the arbitrariness with which i decide what you can and can not buy. Basically, there should be some sort of opportunity cost to constantly spending money on whores and boats. I like the sanity system idea because it allows us to still handwave simple purchases, while potentially letting you spiral down into debt if you keep on buying zeppelins. And it would allow you to actually buy a zeppelin if you really want to, but give an actual cost to it that you can feel in the future, and then you think "Oh no, why did i buy that zeppelin in China, now i have to starve to death because i can't afford grilled ants in kenya!", while keeping the bookkeeping to a minimum by being sufficiently abstracted. | ||
Murgel
Sweden175 Posts
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CrazyF1r3f0x
United States2120 Posts
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Simberto
Germany11252 Posts
Basically, my main problem is that i don't want a system where you have to keep track of every expense, because that also means that i got to put a price onto everything, from hotel room to Rickshaw guy, and that slows the game down without any gain whatsoever. That basically means that just using money as a number is out of the window and i'd prefer some more abstract way of dealing with it. However, at this point you are pretty close to the point where you are a group of guys without money hanging around in Shanghai, so some better way then just me saying "yeah you got enough money for this, but you are really running low now" over and over would be useful. Just having some sort of money percentage stat to roll on doesn't really provide satisfying results in my opinion. If someone has a cool idea for a more abstract ressource system we could use, that is preferably lightweight while still producing reasonable results, that would be nice. I remember using some weird money system in a FATE Eclipse Phase hack once that worked kind of similar to this. Basically, you had a number that described how rich you were (well, it was not actually money but some kind of favor system, but that is besides the point). That number described what kind of stuff you could get, and for some things you would then need to roll and possibly lose some of that money number afterwards if you fail. I really liked that system, but it also feels utterly out of place in CoC. Basically, i am looking for something like that, but with a CoC feel to it, so ideally it would somehow use percentile dice etc...which was the point that i realized that the Sanity system basically does the same thing more or less. But i agree it gets a lot less elegant if instead of ~5 levels you suddenly got 100 levels. | ||
CrazyF1r3f0x
United States2120 Posts
I remember using some weird money system in a FATE Eclipse Phase hack once that worked kind of similar to this. Basically, you had a number that described how rich you were (well, it was not actually money but some kind of favor system, but that is besides the point). That number described what kind of stuff you could get, and for some things you would then need to roll and possibly lose some of that money number afterwards if you fail. I really liked that system, but it also feels utterly out of place in CoC. Why? It sounds like a solid abstract currency system to me. | ||
Simberto
Germany11252 Posts
Basically, i am looking for a way to take that general concept and make it feel like CoC, so preferably something that uses percentile dice and is based on some sort of 0-100 statistic. My first draft was using something similar to how sanity works, but as has been stated by Murgel making the whole thing have hundred steps instead of the ~5 or something it had in FATE would make it require more bookkeeping and feel more clunky. I think it is important that a rule system generally feels consistent and does not have too many different edge case rules. So in my opinion one should not randomly add a fudge mechanic just for money, the same way you wouldn't want to randomly add d20 combat or something like that. Anyways, this isn't extremely urgent, it is just something i had been thinking about a bit. | ||
HystericaLaughter
Australia720 Posts
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United Kingdom3341 Posts
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Xoronius
Germany6362 Posts
Does anyone have a genius plan, how we get to some kind of land in that amout of time? | ||
HystericaLaughter
Australia720 Posts
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Murgel
Sweden175 Posts
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CrazyF1r3f0x
United States2120 Posts
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HystericaLaughter
Australia720 Posts
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dismiss
United Kingdom3341 Posts
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Simberto
Germany11252 Posts
On February 10 2014 14:54 Murgel wrote: Was it that bad? I thought it was just the chimney that got smashed, and possibly the problem of being understaffed. Your captain has a compass, a map and can drive a boat straight exactly 50% of the time though, so don't worry, I've got this. If I happen to take a few seemingly irrational turns now and then, that's just to give you guys more time to scrub the decks. Those 30 splattered remains won't remove themselves you know. You didn't really check the engines yet, you were pretty busy dealing with the whole "stop sinking" stuff. | ||
Murgel
Sweden175 Posts
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CrazyF1r3f0x
United States2120 Posts
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