Clovenhoof
Mongoose
While I agree with
I would like to comment on this
This is nonsense. If you somehow win a million dollars in real life, you still don't suddenly have to pay a hundred bucks for a beer in the pub around the corner.
I once had a GM like that (not in Conan), who would charge us like five silver for a small beer, when in the game world it should cost no more than maybe half a silver.
Of course, in Conan you have High Living and the rule that goes with it, but still you need to apply it with measure and means. I have to say it used to be quite fun in my group, but in our last session I was a bit unhappy about how violently the GM would pull the silver out of our pouches. There's no way in hell you could blow a thousand silver during a single night when you're in a Cimmerian town with not much to offer in the luxuries department.
But anyway: the rule says that the characters will blow half their wealth every week, UNLESS they have definitive plans for the money. If the player decides he wants to buy a Masterwork Breastplate, he can save up to six thousand silver.
Note that in the Conan stories, we never see our hero actually _buying_ any of his stuff. He just has it. And sometimes loses it in the course of the story. We never learn if he buys his stuff or loots it or steals it or gets it as reward for some previous service.
If you play an episodic game like that, where the end of one adventure does not influence what the PCs have at the beginning of the next one, don't always keep them on the short leash. The players will get frustrated if they get the feeling they are labouring in a treadmill without ever making any progress. Let them have decent gear in one adventure, then poor gear in the next one, and then awesome stuff in the one after that, and so forth. Keep things interesting by varying often.
If however you play a more classical campaign game, where pretty much every session picks up where you left it the last time, let the players handle their gear themselves. Let them save money if they have plans for it, give them a chance to get the gear they want, and don't just take their toys away for no better reason than that you are too inept to provide them with a challenge if the PCs wear heavy armour. If they come across a situation in the adventure where they have to abandon stuff in order to succeed, that's fair game, but don't take control of their characters between sessions.
PrinceYyrkoon said:Conan is not about getting stuff
I would like to comment on this
Remember Gygax's analogy to frontier economics too? The more cash your players have the more expensive things are.
This is nonsense. If you somehow win a million dollars in real life, you still don't suddenly have to pay a hundred bucks for a beer in the pub around the corner.
I once had a GM like that (not in Conan), who would charge us like five silver for a small beer, when in the game world it should cost no more than maybe half a silver.
Of course, in Conan you have High Living and the rule that goes with it, but still you need to apply it with measure and means. I have to say it used to be quite fun in my group, but in our last session I was a bit unhappy about how violently the GM would pull the silver out of our pouches. There's no way in hell you could blow a thousand silver during a single night when you're in a Cimmerian town with not much to offer in the luxuries department.
But anyway: the rule says that the characters will blow half their wealth every week, UNLESS they have definitive plans for the money. If the player decides he wants to buy a Masterwork Breastplate, he can save up to six thousand silver.
Note that in the Conan stories, we never see our hero actually _buying_ any of his stuff. He just has it. And sometimes loses it in the course of the story. We never learn if he buys his stuff or loots it or steals it or gets it as reward for some previous service.
If you play an episodic game like that, where the end of one adventure does not influence what the PCs have at the beginning of the next one, don't always keep them on the short leash. The players will get frustrated if they get the feeling they are labouring in a treadmill without ever making any progress. Let them have decent gear in one adventure, then poor gear in the next one, and then awesome stuff in the one after that, and so forth. Keep things interesting by varying often.
If however you play a more classical campaign game, where pretty much every session picks up where you left it the last time, let the players handle their gear themselves. Let them save money if they have plans for it, give them a chance to get the gear they want, and don't just take their toys away for no better reason than that you are too inept to provide them with a challenge if the PCs wear heavy armour. If they come across a situation in the adventure where they have to abandon stuff in order to succeed, that's fair game, but don't take control of their characters between sessions.