I use a cash-for-EXP system in my Doom
& Tea Parties game currently. Spend a single gold piece on
anything except hiring hirelings, anything at all, and you get 1
experience point.
Getting to the mid levels means
dropping some serious coinage. In the Cook Expert book, a
fighter needs 16,000 EXP to achieve 5th level. That's a
series chunk of change, and the fighter's on the low end of the
scale.
This has created a situation where my
players actively look for opportunities to spend money. Equipment
for hirelings, extra rations, identifying treasure, treasure maps,
buying a round for everyone at the Oarsman's Rest, it's all fair
game. However, it can be a challenge at times, so here follows some
more practical options for spending money:
MAGIC
There are some potions available on the
open market. Healing potions are pretty important to the current
crew since they don't have a cleric among them. It is possible to
commission the crafting of a potion not generally available in Pitsh,
but the price is considerable, generally clocking in around 200 gp
for the simplest to make.
It's sometimes possible for sorcerers,
elves, and pixies to buy new spells, though its extremely rare for
these to be available. And most would rather trade spells for
spells.
MAINTANENCE
The PCs already own a ship and rent an
apartment. Generally speaking, every year, they can spend 10% of the
original purchase cost of any piece of property to maintain it at its
peak condition (in the case of ships, this means scraping the hull of
barnacles, replacing the rigging and sails, and stuff like that).
This will generally take a week's time for every 200 gp spent.
The same can be done for mundane
personal gear like clothing, armour, weapons, ropes, and the like,
but in general it's easier to replace rather than repair. Most
magical gear doesn't require this sort of upkeep, though individual
pieces may have their own special needs.
As time goes on and the PCs become more
(in)famous, they'll need to worry about their property in town while
they are away. All sorts of protections are available, from the
mundane (better locks and bars on the windows) to the magical.
Guards and guardian monsters are also possibilities.
FAME
The PCs have already made something of
a splash in town as good employers (they only ever so rarely lose a
hireling on an adventure these days). Spending coin to attract new
employees (rowers and sailors for their ship as well as retainers)
attracts attention and gets you talked about. But it's entirely
possible to take this to the next level.
Pitsh is a new city, growing on the
ruins of an older one. As it grows, it requires all manner of public
works, from expanding the city walls to paving the streets. Keeping
the sewers clear is vital as the city exists in a tropical zone and
sees rain almost daily. Various services, from the magical to the
mundane, are required to keep disease from spreading through the
population.
More focused gifts and donations can
result in improving a character's relationship with any particular
group. The three temples to the gods within in the city and the
temple of Tiamat outside the city will all gladly accept donations
from individuals (though at this time none of them are hurting
financially). There's a loose association of merchants and ship
captains in town, as well as other trade groups, some fairly ad hoc
(the farming community outside the walls, for instance) and some more
organized (the Guild of Non-affiliated Scribes, for instance).
ROMANCE
Spending coin on presents, fancy meals,
fine clothing, minstrels, etc. in amorous pursuits can chew through
coffers fairly quickly. Maintaining a mistress (all the PCs, though
not all the players, are currently male) can be even more expensive.
Of course, if you can't win love, you can always buy it...
SLAVES
They cost coin to purchase, coin to
house, and coin to feed. However, they can do a lot for a PC,
including spending coin doing and managing the options mentioned
already while the PCs are away. Of course, these sorts of things can
also be done by hiring free folk, but they don't come with the
guarantees of loyalty that are the hallmark of the stock of the Shkeenites.
6 comments:
Why not grant XP for hiring retainers? It seems more relevant to adventuring than, for example, buying a round of drinks (and you can always limit the supply of retainers if you feel like they are being overused).
Another good option: Holmes scroll creation rules. 100 GP + 1 week per level of scroll.
I love the idea that your players' money is literally burning holes in their pockets.
Makes for a very different sort of feel than the typical stingy, hoarding, avaricious adventurer you usually picture when you think of it.
Brendan: It's partly because the retainers make it easier to get that money in the first place. I'm afraid I still see retainers as something of a cheat. ;)
Plus, it just makes it easier. Since most of the retainers get a share of the treasure, it's easier to just cut out their portion as "lost" for EXP purposes.
Nick: Just another great example of how the best laid plans of men and mice "gang aft agley." When I'd adopted this houserule, the idea was that it would keep the PCs poor and avaricious.
Instead, when the rubber met the pavement, things didn't work out that way. Partly, that was due to the expectations the players brought with them. Emily is very new to Old School play where earning EXP is something you actively work towards, rather than being almost an accident of playing the game. I also threw a lot of house rules at them, and how to earn EXP was among the least immediately necessary, I think.
But yeah, I was not expecting this to be an issue, but it's got them being proactive about stuff like provisions, mounts, vessels, and the like. And that's happily worked out almost exactly as I'd hoped it would.
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