Tuesday, August 17, 2010

Cash, Moola, Money, the Green Stuff

How will we be handling money in ExplorerMan!?

Well, I'll tell you.

Every character has a number of points in "resources" (we should change that name). He may spend those points on stuff he wants to buy. For instance, if the character has 10 resource points, he might buy a pistol at 1 point, a kevlar vest at 2 points, a car at 6 points, and still have 1 point left over to spend later. It's assumed (unless the GM specifies otherwise, per adventure) that the character has some cash on him, and can buy little things like food and drink, or other relatively inexpensive items (within reason).

This has a number of advantages. For one, no one cares, rules-wise or cost-wise, whether that pistol he bought was a 9mm or a .45 - they both cost the same, and they both deal the same amount of damage. The cost of a pistol in a setting that has such things (pretty much anything from the Wild West up to near-mid future) is the same throughout, and they'll cost the same as a laser pistol in a Future setting. It also keeps the numbers small, and small is simple. It gives the GM a wide fudge factor when determining the price of something, especially since players are known to come up with all sorts of weird things to buy (Hey, how many points to buy a Dyson?).

Characters can earn resource points by completing missions, robbing banks, earning a paycheck, selling stuff, or anything else that might give money.

I think that 10 points is a good start, maybe a little less. That'll let them buy the basics they'll need for a mission. That'll get firmed up when we get the cost of items ironed out.

3 comments:

  1. Resources. Consume. Resources exist to be consume.

    Be sure to let people upgrade their equipment, i.e., a spoiler and go-faster stripes for a car (preferably a Volvo), extended magazines for guns, a turbo-charger for their Dyson, etc.

    Also note that while crunch-wise nobody cares that much about your gun, I would like to go all MGS3 Snake over that. Check out the feeding ramp on that baby!

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  2. Since a gun probably will only be a dot or two, you pretty much can get any gun you want, with any mods you want. Same with most other things. This is cinematic-type stuff - do whatever looks coolest!

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  3. Like Sean said, it's rules lite, so a pistol is a pistol is a pistol, much like in LL a pole arm is a pole arm, it's up to you to inject character into your items, but mechanically it doesn't change. Just like any other "fluff" portion of your character, you can make it as grand as you want (as long as it fits the description of the item) and it's more on you to bring out those aspects in the game then to see a mechanical benefit.

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