Wealth

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Username17
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Wealth

Post by Username17 »

Split to avoid thread bloat:
Krusk wrote:
Lago PARANOIA wrote:An abstract wealth system would probably not satisfy these people.
I had a post on how to have cake and eat it, but then realized I'm like Mr. McDuck. My big hurdle with d20 modern and other similar abstract systems is the idea that I can buy infinate cans of coke, but never afford a single 12 pack.

There is always something cheap, I want infinate of that I can get, but something expensive I want 1 of I can't afford. In a system where I track each income and expense, I can save for the 1 item and get it. I can also get a reasonable ammount of the thing I wanted infinate of.

The only "limiter" I can think of is to say "This month you can buy 11 cans of coke" but in that system I am just tracking [purchases] instead of dollars and really thats the same thing.

Can anyone help me out with this?
Abstract wealth systems pretty much by definition involve non-reciprocality. The amount that goes in is not going to equal the amount that comes out, because it is abstract. Now that doesn't have to be especially abusable. If you abstract peoples' living expenses into something that rounds off their copper pieces every month, people are relatively unlikely to pool their copper pieces and redistribute them so that the rounding removes the lowest number of copper pieces. I mean, they could do that, and I've even met players who would want to. But for the most part, it's just not worth it.

With systems in which inputs and outputs are abstracted, you're pretty much guaranteed to have the value of things that people get out of the system be inconsistent, and when that happens people who are intent on gaming the system will do so and get more out of than people who don't. And then the question is whether whatever people are doing to juice the system is something that "makes sense" in whatever context.

Let's say you had a system where people just had an "abstract" budget of things that they could get on a weekly basis at a certain wealth level. Getting a healing wand would break that budget and eat into your principal, but getting a healing potion every week wouldn't. So a character who bought and saved a healing potion every week would be better off than a character who simply bought a more expensive healing wand - even though the healing wand costs less overall. That would actually "make sense" in that getting a healing potion is a relatively small expense and can probably be budgeted around by having less whores and carriage rides or something, while a single large purchase like the healing wand literally couldn't come out of the walking around money and would have to eat into the mattress money or something.

Alternately, let's say that we're talking about something more like D20 Modern, only instead of having that represent gold pieces we're using it for something that fits better like favors. You are mechanically rewarded for doing someone a series of increasingly large favors rather than the other way around, which actually makes sense because doing favors for people actually works like that. And if you owe the Godfather big enough, his guys will show up and eat your pizza and won't even count that against your debt. Again, that "makes sense" in the favors context.

So there are ways to make it work, but you have to match the results the abstraction system suggests to the behaviors you want to encourage. For the "favor levels" system, it actually encourages you to do little favors for people before you do big favors for them (and by extension probably means that people won't do big favors for people they don't know well). That's fine. For the "gold levels" it encourages you to buy an ass tonne of trade goods before buying a boat, which is kind of weird. Even though it's essentially the same system, the different framing makes it either acceptable or unacceptable.

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Lago PARANOIA
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Post by Lago PARANOIA »

Just as an aside, does organized crime even really exist insofar as pre-social contract societies are concerned? In a modern society you can make a distinction between (all of which a king hates for some reason or another) Mother Courage selling her products just low enough to undercut the official Merchant's Guild; an unintentional con artist selling tulip bulbs to West Prussia where news of the collapsed bubble hasn't reached yet, including him; an enemy merchant selling pornography, cigarettes, alcohol and chocolates at intentionally deflated prices to undermine peoples' faith in the theocracy; and Tony Soprano demanding protection money from the local tavern. But in the times before the divine right of kings hasn't been debunked yet, what's the distinction?
Last edited by Lago PARANOIA on Sun Oct 09, 2011 6:54 pm, edited 2 times in total.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by Username17 »

Lago wrote:But in the times before the divine right of kings hasn't been debunked yet, what's the distinction?
In the days before Nationalism and the Social Contract, organized crime was "pirates" and "bandits". So people who ran around stabbing people who didn't give them stuff but who in turn offered no protection in return. Feudal fealty is an uneven but nonetheless two-way set of obligations. People who just took things and gave nothing in return were like the Thuggee or the Malaccan Pirates.

In pre-Feudal times, during the Age of Empires, then the Barbarian States were pretty much organized crime. And they behaved more like the Camorra (and ironically, more like the subsequent Feudal kingdoms) in that you could buy protection from them with tribute.

In the broader sense, criminal enterprise is whatever enterprises that exist that there are no allowances for in the zeitgeist of the time.

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Post by Lago PARANOIA »

Well, what I was trying to get at was: in the times before there was no way that anyone could own property but for the grace of their Lord and Vassal, how does anyone actually get anyone to owe (or pay off) favors in a consistent way?

For example, imagine if the king is offering his daughter as a bride for anyone who completes one of several major tasks: one of them is to slay a dragon that's been demanding tribute and the other one is to stop the sahugin pirate 'nation' from raiding the coast. Both of these tasks get completed at the same time by independent adventurers. One of them is a Lord that the king really doesn't like because he's been managing his lands poorly, racking up debt, cozying up to the church, etc.. and he has a pretty large favor debt on account of the king forgiving this transgressions. He's the one who single-handedly took care of the pirates. On the other hand one of them is a commoner from the capital city's town guard who lives in the barracks and was about to retire after giving the king a couple of in-combat victories he earned that made propaganda that made the king look good. He's the one who killed the dragon, a slightly but not very much more impressive feat than subduing the pirates.

Both of them go up to the king to claim the prize. Under the debts/favor system we expect the commoner to be the one that gets the princess but common sense tells us that the no-account Lord will be the one to get her. Even if you adjusted the modifiers so that a king will be more offended by a commoner asking for a prize than a noble (and thus count as a higher favor), how do you take care of this in a coherent fashion?
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by Gx1080 »

Duel to the death to look fair, sabotage the one that you don't want to win.
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Post by Winnah »

Pragmatically, which investment will provide a bigger return?

The loyal commoner or the lord that can levy political influence of his own?

Even in an abstract system, some players are still going to find methods of levying greater amounts of power.
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Post by TheFlatline »

Lago PARANOIA wrote:Well, what I was trying to get at was: in the times before there was no way that anyone could own property but for the grace of their Lord and Vassal, how does anyone actually get anyone to owe (or pay off) favors in a consistent way?

For example, imagine if the king is offering his daughter as a bride for anyone who completes one of several major tasks: one of them is to slay a dragon that's been demanding tribute and the other one is to stop the sahugin pirate 'nation' from raiding the coast. Both of these tasks get completed at the same time by independent adventurers. One of them is a Lord that the king really doesn't like because he's been managing his lands poorly, racking up debt, cozying up to the church, etc.. and he has a pretty large favor debt on account of the king forgiving this transgressions. He's the one who single-handedly took care of the pirates. On the other hand one of them is a commoner from the capital city's town guard who lives in the barracks and was about to retire after giving the king a couple of in-combat victories he earned that made propaganda that made the king look good. He's the one who killed the dragon, a slightly but not very much more impressive feat than subduing the pirates.

Both of them go up to the king to claim the prize. Under the debts/favor system we expect the commoner to be the one that gets the princess but common sense tells us that the no-account Lord will be the one to get her. Even if you adjusted the modifiers so that a king will be more offended by a commoner asking for a prize than a noble (and thus count as a higher favor), how do you take care of this in a coherent fashion?
Simple. You've made an arbitrary, ridiculous reward situation. The king would promise a reward for fulfilling these tasks and may or may not stipulate what the reward was. The rewards will most likely *not* be discussed ahead of time. That way, the king can give the vassal a reprieve on his tithe to his lords for the next couple years and the vassal becomes essentially uber-prosperous. The noble gets his debts forgiven, or is given additional lands, or whatever. If the king doesn't like the noble and is sly, he gives the lord a reward that will screw him up even further, so that the king seizes *all* the lord's land and title in the next 5 years or so.

Making a public declaration that the first person to do any of these seven tasks will marry my daughter is stupid. That's the offer you make to an individual, if you make it at all, specifically to avoid these situations that you postulate.
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Post by Lago PARANOIA »

TheFlatline wrote:Making a public declaration that the first person to do any of these seven tasks will marry my daughter is stupid.
Yet it happens all of the freakin' time in fiction. Sometimes the king moves the goalposts because he wants to wheedle more tasks, sometimes the king just plain doesn't like the reward claimer and will move the goalposts forever (or just outright refuse), sometimes the king is ready to give the keys to the kingdom before the person does the task proper just on their winning smile, sometimes the king just gives in happily or unhappily.

I don't see how a game can encompass these ranges of activities without things being hopelessly jumbled. In a setting like Shadowrun where you can put an explicit price on everything and no one really cares who you are as long as your money is green I can see it working, but not in pre-Industrial times.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by Winnah »

Hold on a minute...Why am i relying on current mores to solve this 'issue?'

The princess marries both the lord and the commoner. Problem solved.
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Post by RadiantPhoenix »

Winnah wrote:Hold on a minute...Why am i relying on current mores to solve this 'issue?'

The princess marries both the lord and the commoner. Problem solved.
Brilliant! Ideas like that are why they pay you the big bucksyou're the king!
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Post by fectin »

Lago PARANOIA wrote:
TheFlatline wrote:Making a public declaration that the first person to do any of these seven tasks will marry my daughter is stupid.
Yet it happens all of the freakin' time in fiction. Sometimes the king moves the goalposts because he wants to wheedle more tasks, sometimes the king just plain doesn't like the reward claimer and will move the goalposts forever (or just outright refuse), sometimes the king is ready to give the keys to the kingdom before the person does the task proper just on their winning smile, sometimes the king just gives in happily or unhappily.
Theres a substantive difference between setting up a single reward condition and setting up multiple conflicting conditions. What's your source?
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Post by Koumei »

Winnah wrote:Hold on a minute...Why am i relying on current mores to solve this 'issue?'

The princess marries both the lord and the commoner. Problem solved.
Time-share, double-team/threesome, or Biblical king "FETCH ME A CHAINSAW"?
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Post by Winnah »

You're forgetting about clones.

I'm not going to assume both champions are male, in fact I'd prefer not to. The idea of 'crossing swords' on the wedding night is not my cup of tea. That's assuming the champions are even into women in the first place.

I think I'm done here.
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Post by DSMatticus »

Koumei wrote:Biblical king "FETCH ME A CHAINSAW"?
"Down the center or does anyone want the naughty bits?"
Winnah wrote:That's assuming the champions are even into women in the first place.
The king's daughter would have made a poor incentive if they weren't.
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Post by CatharzGodfoot »

DSMatticus wrote:
Winnah wrote:That's assuming the champions are even into women in the first place.
The king's daughter would have made a poor incentive if they weren't.
Presumably the primary attraction is political power. It's not going to be a marriage of love.
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Post by Krusk »

Thanks for jumping on this one.

Frank, it looks like your examples fall into the "You can buy 11 cans of coke a month" area. I have always understood abstract wealth systems to be "You can buy whatever you want so long as it costs less than 4" 4 being some ranking given to goods worth X$ or less.

Have I just always had it wrong, and you get a weekly budget to spend? Again, at that point just convert to dollars and track those. "I have 1000 budget this week, I spent 758. I put 242 in a pile under my bed. Next month I have 1242.".

An abstract system I think I could get behind would be "You pay build points at character creation for a lifestyle. You can upgrade this later if you do stuff. Track your money and use it for guns and swords, but not cokes and whores. Those are in your lifestyle". Sort of an official "We don't track ammo" rule.
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Post by Username17 »

The point is that when you have a system where "you can buy whatever you want as long as it costs less than X", then X resets after a certain amount of time. The agreement to not count cans of coke someone buys comes with an agreement by the other side to not buy more than a can of coke per meal.

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Post by ETortoise »

Burning Wheel uses an abstract resources system where you have a resources stat that you roll to buy different things. The stat is meant to represent favors, property, debts owed to your character and other non-liquid assets. So if my character has a resources of 3 he can reliably buy small items like a quilted gambeson or whatever. A mule would be tough, requiring three successes. However the character can get bonus dice from other characters helping, linked tests or spending action points which helps represent him really digging deep.

If Gormung the Man-Slayer finds a sack of silver jewelry in an orc's saddlebag or whatever his resources don't go up. He gets a couple of bonus dice to spend on one resource test that represent the cash.

For the most part the system works pretty well but it gets confusing when it comes to failure. If you fail your resources roll you generally don't get what you were trying to buy and your resources stat goes down until you spend some downtime working. Conversely, successful rolls make your resources go up. Buying stuff makes you richer. I guess it's more like a credit score than a shoebox full of twenties.
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Post by hogarth »

My favourite wealth system was the no-wealth wealth system from Champions. If you want something that's more than just flavour, you have to pay for it with character points, end of story.

Of course, they had to go and muddy it up by adding a Wealth perk, but the principle remains the same.
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Post by darkmaster »

Ah, just like Mutants and Masterminds. They have a point system, then you can use an optional wealth rule if you really want to.
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Fuck you Haruhi is clearly the best moe anime, and we will argue about how Haruhi and Nagato are OP and um... that girl with blond hair? is for shitters.

If you like Lucky Star then I will explain in great detail why Lucky Star is the a shitty shitty anime for shitty shitty people, and how the characters have no interesting abilities at all, and everything is poorly designed especially the skill challenges.
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Post by Dean »

Except those systems are very shitty. Because they mandate that you tell Wolverine he absolutely cannot get on one of the motorcycle's on the street because that would be like getting free super-speed, and that is some verisimilitude breaking bullshit.

Sure you could let him do it once but what's to stop him from keeping the motorcycle? Some sort of bullshit "Rocks fall you die" style DMing to destroy it?

No. I think the ability to have money, goods, and useable items exist outside someone's character generation is very important for any roleplaying game worth it's salt.
Last edited by Dean on Thu Oct 13, 2011 10:15 am, edited 1 time in total.
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Post by hyzmarca »

deanruel87 wrote:Except those systems are very shitty. Because they mandate that you tell Wolverine he absolutely cannot get on one of the motorcycle's on the street because that would be like getting free super-speed, and that is some verisimilitude breaking bullshit.

Sure you could let him do it once but what's to stop him from keeping the motorcycle? Some sort of bullshit "Rocks fall you die" style DMing to destroy it?

No. I think the ability to have money, goods, and useable items exist outside someone's character generation is very important for any roleplaying game worth it's salt.
You can always take the middle road and separate mundane items that any idiot can buy from advanced superscience gadgets/magic items that actually provide distinctive abilities.
Thus Wolverine would be able to get a Harley without any problems (and so would Quicksilver, if he got tired of running everywhere) but he wouldn't be able to get Street Hawk (The Man... The Machine.... Street Hawk) without spending points. In the event that he did somehow obtain Street Hawk (The Man... The Machine... Street Hawk) in the course of an adventure he'd have to give it back to the government in the end.
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