Starting caharacters

Magistus

Mongoose
I am curious what GM's are doing for starting money for new characters. Do you play it by the books, or do you give the characters a little more starting cash to buy some better equipment. Or do you do something different?
 
Personally I start them off as in the book and let them earn their gear through play.

In my experience as the campaign gets going on the overall wealth of the party increases so that new characters joining the party will be well enough equipped by the party anyhow (here, take this old sword, its got a bladesharp matrix - and I got a spare disorder rune if you need it).

If you use armor penalties, most starting characters aren't skilled enough to compensate for good armor anyhow, so all they need is a decent weapon and some leather. Even halving armor penalties this holds somewhat true.
 
Well since I was running Lost Isle the characters started with next to nothing they way I ran it. But I know someone that was complaining that a new character should start with more, so made me wonder how others were handling starting characters.
 
I tried once by the book and the characters almost started off naked. The campaign I am running now I simply doubled their starting cash. It seems to have worked a little better this way and they still by no means are well equipt. It has a lot to do with how you want your characters to start off and what your lead-off scenario is like. I like characters to have their main weapons and at least a point or two of armor.
 
For the Lost Isles I play it by the book - a good, basic set of stuff but no frills. For other campaigns I've given players the choice to take an above-average roll for starting cash so they end up starting with something useful and appropriate. I do suggest that Nobles have something appropriate, however (really good clothes, etc).
 
In most RQ games you dont need the uber stuff that you do in other games. At starting peasant with 250 silvers can buy a hatchet, short spear, buckler, sling and leather hauberk and that enough to start.
You dont need chain or plate armor to play in RQ and people who do earn it through play appreciate more then in say D&D where it is given away free to good home. In the last campaign I played in I felt I was somebody when I was able to buy a set of chain and people looked up to me cause I was so well equipped, Just like they would have in most ancient society where metal armor was the sign that you where a noble or veteran warrior.
 
The GM in my campaign starts you with stuff suitable to your character. My character who is a barbarian hunter started with clothes, shortspear, short bow, a few arrows, 2 dead rabbits :lol: and some snares, whilst another player who was a noble explorer had a cart, horses and loads of other stuff that would be useful in exploring.
 
I think, too, it depends on what type of game you want to run. The rules as they stand fit my campaign setting (homebrew), because it is low magic and gritty. Having characters start out with only a little (unless they are noble, etc) fits well with the grittiness aspect. I figure, as others have said, that the gradual acquisition of cooler items affords better gameplay and stories, not to mention it makes the players more appreciative of the goodies they get from time to time.
 
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