Tuesday 22 December 2020

Power is money

For my setting the players are adventuring on a crashed giant spaceship. As such standard gems seemed a little out of place. What I did was replace gems with crystals as a major form of treasure and currency. This is reflected in the treasure allocations from last week's map.

Energy crystals in this setting are abundant given most items were powered by them when the ship was fully operational. But the secret to their creation is restricted to the Visitor admirality and as such they are a limited resource. This makes them the perfect currency. Most quests will be for crystals, they are in strong demand and are the main form of exchange outside of silver based coins minted by the various kingdoms.

Aside from the standard fully charged crystal in BCK I include half and quarter full crystals. Their value decreases disproportionately to their charge with less charged crystals having value lower than their charge. This reflects their lack of endurance when used in technological items, and from a game perspective choice for the characters. All crystals use the same weight categories as gems, so you can carry 1,000 of any type for one stone of encumbrance.

Energy crystal type, charge and values:
  • Dim, quarter charge, 5 gp value
  • Luminescent, half charge, 25 gp value
  • Incandescent, full charge, 100 gp value

To facilitate this in play I altered the coinage and gems tables on the treasure table in ACKS as follows using three terms for crystals in place of the gem types:

Worldship adjusted tresure table

Type

Method

Avg. gp

1000s of Slivers

1000s of Grands

Energy crystals

A

Incidental

275

35% 1d8

None

30% 1d4 stashes

B

Hoarder

500

80% 2d6

None

70% 1d4 stashes

C

Incidental

700

50% 3d4

None

40% 1d6 caches

D

Hoarder

1,000

80% 3d8

None

80% 1d6 stashes

E

Raider

1,250

80% 3d10

15% 1d3

60% 1d4 stashes

F

Incidental

1,500

35% 1d8

15% 1d4

40% 1d6 caches

G

Raider

2,000

80% 3d20

15% 1d3

50% 1d6 stashes

H

Hoarder

2,500

80% 5d12

None

80% 1d6 caches

I

Incidental

3,250

40% 1d6

25% 1d6

50% 1d8 caches

J

Raider

4,000

80% 4d20

40% 1d6

50% 1d6 caches

K

Incidental

5,000

30% 2d8

25% 1d8

25% 1d4 troves

L

Raider

6,000

80% 5d20

55% 1d8

60% 1d6 caches

M

Incidental

8,000

35% 4d6

35% 1d10

30% 1d6 troves

N

Hoarder

9,000

70% 8d12

80% 1d6

80% 1d8 caches

O

Raider

12,000

80% 6d20

70% 2d6

30% 1d4 troves

P

Incidental

17,000

35% 4d6

30% 2d6

40% 1d4 troves

Q

Hoarder

22,000

70% 5d12

75% 4d6

60% 1d6 troves

R

Hoarder

45,000

60% 7d6

75% 8d6

70% 1d4 troves


The three types of crystal treasure types are:

Crystal Stash

1d6 dims
1d2-1 luminescent 

Crystal Cache

1d4 dim
1d10 luminescent 
1d2-1 incandescent 

Crystal Trove

4d20 incandescent

Simplifying coins

My players like hordes of treasure but can be terrible bookkeepers at times. As such I greatly simplified coins for my game. Looking at the historical coinage from Guns at War made me consider alternative coinage. 

The silver Grand replaces the gold coin. This is a large silver piece with the same value as a gold coin (maintaining gp as the standard term to partly avoid confusion). Gold is not easy to find onboard an alien vessel and tends to be reserved for non-coin uses. These coins follow a 2,000 gp to a stone in terms of weight. 

The silver Sliver fits between copper and silver, being worth 1/20th of a gp. Slivers can be tiny minted coins or Grand coins cut into half, or quarters, but they are always reflected in an sp value regardless of their size. They follow a 40,000 per stone weight value similar to the soldi in GoW. This means they follow the same weight to gold value found in gold coins.

The convenience of this is that all coins can be recorded as 2,000 gp per stone, So the value can be used instead of the number, this helps later on to just enable the recording of a single amount.

Tracking treasure

Combining these two changes allows characters to just track four things for most treasure, the gp value of coins (2,000 gp per stone), and the three crystal types (1,000 crystals per stone). This has greatly speed up my inventory checks and maintenance in game. 

This allows me to have vast hordes of treasure in my game and simplify the tracking. Treasure is fun and treasure for XP drives my sandbox style games very nicely. So, the thought of removing this elements completely is not something I want to do. I have played many different games over time that reward attendance for XP, missions for xp and treasure for XP. All create their own style of game and for sandbox play I find the treasure for XP model works really well. To simplify it on my end i keep a running tally on a piece of paper of using the gp value of treasure and monster xp then add and divide the amounts when they get to town, this takes less effort than i originally thought it would once you get in the habit, again the key is to keeping it simple.

Another element common to these treasure types is that many different items enter play through these random tables. In the past I thought of that as a negative, but my players are loving it. Many items are discarded, handed to henchmen or sold off. But the items themselves become a part of the characters advancement. They become prized possessions with a story that help build the characters. 

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