My actual point was that it was more psychological than logical.Lord Dynel wrote:I see where you're coming from, Ironside, but that's part of my issue. Gold should be heroic loot, sure. I think it should be more heroic and precious than it is. And I still have seen, recently actually, the part I bolded in your post. I'd like to see a method where they rush to the pile when it's gold, but still bag up the piles of silver and copper. That's what I think's wrong with the system...or at least my problem with it. When you pay for everything in hundred dollar bills, ones and tens seem to get looked over. The method I'm considering adopting will have you pay with many to most things with ones, a lot of things with ten's, and not much at all with hundreds...but hundreds are still hundreds.
Changing the game's currency
- Sir Ironside
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Re: Changing the game's currency
"Paranoia is just another word for ignorance." - Hunter S. Thompson
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Barrataria
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Re: Changing the game's currency
For those that would like a quickie conversion to silver: decide that all printed references to GP=SP. Add a bronze piece (electrum, whatever) that is 10 to the silver piece. Done. (from a Dragon Magazine article eons ago). This is really just to address the aesthetics issue... for example if there are 10 gold pieces to the pound in AD&D, and a mule costs 20 gp, that means a mule costs 2 POUNDS of gold
I use the US dime/.01 euro coin as the weight standard for all coins of whatever metal, which IMO makes treasure more realistically managed. So a farmer selling four mules to a group of PCs no longer has to carry an eight pound sack of gold.
I use the US dime/.01 euro coin as the weight standard for all coins of whatever metal, which IMO makes treasure more realistically managed. So a farmer selling four mules to a group of PCs no longer has to carry an eight pound sack of gold.
Gary commented on a lot of these sorts of threads over the years, and that was exactly his perspective. "A big bag of gold is more fun than a big bag of copper!". So there is that to consider, especially if your players are used to old AD&D modules that give 50 million gp for killing four kobolds and a giant rat.Sir Ironside wrote:Heroic theme needs heroic loot?Geleg wrote:Why Gary decided to adopt the system he did is beyond me.
Re: Changing the game's currency
Sir Ironside wrote:My actual point was that it was more psychological than logical.Lord Dynel wrote:I see where you're coming from, Ironside, but that's part of my issue. Gold should be heroic loot, sure. I think it should be more heroic and precious than it is. And I still have seen, recently actually, the part I bolded in your post. I'd like to see a method where they rush to the pile when it's gold, but still bag up the piles of silver and copper. That's what I think's wrong with the system...or at least my problem with it. When you pay for everything in hundred dollar bills, ones and tens seem to get looked over. The method I'm considering adopting will have you pay with many to most things with ones, a lot of things with ten's, and not much at all with hundreds...but hundreds are still hundreds.
Wait, wait... you're not discontinuing the copper piece, are you?
Bill D.
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
Re: Changing the game's currency
The gov in question.Go0gleplex wrote: The short questions are;
who makes the coins?
Guarantee's are for when a gov uses fiat currency.Go0gleplex wrote:what is the 'guarantee' behind each particular coin/currency issue made?
Historically this was primarily based on metal content.Go0gleplex wrote:how do the markets see their value?
- Go0gleplex
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Re: Changing the game's currency
Arduin wrote:The gov in question.Go0gleplex wrote: The short questions are;
who makes the coins?
Guarantee's are for when a gov uses fiat currency.Go0gleplex wrote:what is the 'guarantee' behind each particular coin/currency issue made?
And I can see some religions also issuing their own currency in order to compete in the market as an additional form of influence and power.Go0gleplex wrote:how do the markets see their value?
Where it gets involved is when you have currencies from multiple governments/institutions being used in the same market places. No two silver coins are likely to have the same value due to the metal contents differing based on the economical status of their issuing governments. But, doing this would make the game way too complicated...even if it does provide some interesting setting variety.
Historically this was primarily based on metal content.
"Rolling dice and killing characters since September 1976."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
Re: Changing the game's currency
One thing that rarely seems to be of any concern in most games is counterfeiting. I make it a very big deal in mine, as it offers a revenue stream for thieves outside the usual break-in or kill-loot, plus it makes things interesting when you go to buy / deal with a merchant and get the old heave into the jink. I know some systems, like Arduin, provide some details to facilitate the process and very few others go into "magical" methods such as imbuing ever sovereign coin with some indelible thing, but the point is still that it "could" provide for a great manner of adventuring possibility... especially when the players are the ones doing it.
- Go0gleplex
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Re: Changing the game's currency
serleran wrote:One thing that rarely seems to be of any concern in most games is counterfeiting. I make it a very big deal in mine, as it offers a revenue stream for thieves outside the usual break-in or kill-loot, plus it makes things interesting when you go to buy / deal with a merchant and get the old heave into the jink. I know some systems, like Arduin, provide some details to facilitate the process and very few others go into "magical" methods such as imbuing ever sovereign coin with some indelible thing, but the point is still that it "could" provide for a great manner of adventuring possibility... especially when the players are the ones doing it.
Back when cantrips first came out for AD&D, my character collected all of the copper coins from the party's conquests. I'd then use the color cantrip to turn it to "gold" and then bought gems with it. I'd trade the gems back to gold with another merchant in another town and paid for most of my training and gear for about five levels. However, the "fake" currency nearly destroyed the local economy and triggered a revolt once it got circulated in town and into the military payrolls.
"Rolling dice and killing characters since September 1976."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
Re: Changing the game's currency
Sure but, they'd have to have permission to create if they are within the boundaries of a country or, squish. If they are outside the borders it is the same as any other foreign currency. Has to be changed 1st.Go0gleplex wrote: And I can see some religions also issuing their own currency in order to compete in the market as an additional form of influence and power.
Yes, the complexity can get out of hand quickly. Best to have maybe only 3 major currencies that the PC's have to deal with.Go0gleplex wrote:Where it gets involved is when you have currencies from multiple governments/institutions being used in the same market places. No two silver coins are likely to have the same value due to the metal contents differing based on the economical status of their issuing governments. But, doing this would make the game way too complicated...even if it does provide some interesting setting variety.![]()
- Go0gleplex
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Re: Changing the game's currency
There was a period when the church actually held more power than the monarchies...and was itself literally recognized as a separate country I believe. If there was an instance where a theocracy held overall power, then the permission to create currency would be a moot issue. But of course, all of this is subjective.Arduin wrote:Sure but, they'd have to have permission to create if they are within the boundaries of a country or, squish. If they are outside the borders it is the same as any other foreign currency. Has to be changed 1st.Go0gleplex wrote: And I can see some religions also issuing their own currency in order to compete in the market as an additional form of influence and power.
"Rolling dice and killing characters since September 1976."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
Re: Changing the game's currency
In some ways. But , it was far more complex than that. If it had tried to take over that part of the temporal authority (money issuance across Christendom) the Pope would have been invaded and liquidated post haste.Go0gleplex wrote: There was a period when the church actually held more power than the monarchies...
Correct but, then they would be the de facto gov not just a religious org.Go0gleplex wrote:If there was an instance where a theocracy held overall power, then the permission to create currency would be a moot issue. But of course, all of this is subjective.
- Go0gleplex
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Re: Changing the game's currency
That could be interesting in its own right. The church as a shadow ruler. Outwardly they appear and beneficent and kind, cooperating with the various kingdoms with known "agreements" in place, one of which allows them to mint their own currency supplied by church controlled mines. But actually, they are in charge and will liquidate any ruler (puppet) that opposes them.Arduin wrote:In some ways. But , it was far more complex than that. If it had tried to take over that part of the temporal authority (money issuance across Christendom) the Pope would have been invaded and liquidated post haste.Go0gleplex wrote: There was a period when the church actually held more power than the monarchies...
Correct but, then they would be the de facto gov not just a religious org.Go0gleplex wrote:If there was an instance where a theocracy held overall power, then the permission to create currency would be a moot issue. But of course, all of this is subjective.
"Rolling dice and killing characters since September 1976."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
Re: Changing the game's currency
If you study closely the history of the Church & EU powers it gets even more "exciting" than this. Although you definitely have a good feel for what it was like.Go0gleplex wrote: That could be interesting in its own right. The church as a shadow ruler. Outwardly they appear and beneficent and kind, cooperating with the various kingdoms with known "agreements" in place, one of which allows them to mint their own currency supplied by church controlled mines. But actually, they are in charge and will liquidate any ruler (puppet) that opposes them.Secret resistance groups/freedom fighters waging a shadow war with the church on behalf of their secular ruler(s).