Testing a Wealth characteristic (WEL) - Comments welcomed!

MongooseMatt

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This is the first draft of a little something we are working on, and I figure some comments would be useful.

These rules are intended for a new 'Traveller-adjacent' game rather than a future Core Rulebook (yeah, you can probably guess which game it is :)). They are going to be used for a modern/very near future setting, one that is really not centred on the acquisition of money and gears at all - so, it needs to be short and sweet, just to fill in the gaps where players are on their own and need to buy stuff.

The WEL characteristic is rolled for on 2D as with other characteristics, and might change by a point or two (no more) during creation.


Wealth​

The life of an Operative, perpetually one of constant danger, allows little time to relax and enjoy a quiet life. Instead of needing every Operative to track funds across multiple currencies as they travel the world, they instead have a Wealth (WEL) characteristic that defines their own personal financial resources.

In the normal course of events, an Operative’s cell will provide everything they need to engage in their missions – food, equipment, medical care, and even a degree of entertainment resources for the rare amount of downtime. However, there may be instances in the field when an Operative needs to fund an aspect of a mission due to unexpected circumstances or a disagreement with their orders on how it should be accomplished. In such cases, WEL is used to make purchases and define the life style an Operative might expect when separated from the resources available to their cell.

The Wealth table provides an indication of the social position that an Operative’s own finances places them (and likely any immediate family as well). Note that a multi-millionaire (as defined with Dollars, Pounds or Euros) likely means something in the region of 2D3 millions, no more, and remember that a million is not what it used to be. No one gets to be truly rich.

Wealth

WEL

Social Standing

2 or less

Destitute

3

Very Poor

4

Poor

5

In Serious Debt

6

Making do

7

Struggling

8

Working Class

9

Middle Class

10

Comfortable

11

Millionaire

12

Multi-millionaire

Making Purchases​

Whether it is online or at a physical location, an Operative can make purchases of items or services. Each such item or service has a Purchase score which is compared to the Operative’s WEL.

· An Operative may purchase a single item or service whose Purchase score is equal to or less than their own WEL (subject to the item’s availability).
· An Operative may purchase a single item or service whose Purchase score is one higher than their own WEL once a year. Each additional time they purchase an item of the same Purchase score in the same year, their WEL is reduced by -1
· An Operative may purchase a single item or service whose Purchase score is two higher than their own WEL once a year. Each additional time they purchase an item of the same Purchase score in the same year, their WEL is reduced by -2

Operatives may wish to buy items or services in quantity. For every ten such items bought within the same month, their Purchase score is increased by +1.
 
If you're being a digital nomad, and traversing through different currencies, exchange rates can change.

Do it properly, and timing will allow you to squeeze out an extra Big Mac, as an unexpected bonus.
 
If you're being a digital nomad, and traversing through different currencies, exchange rates can change.

Do it properly, and timing will allow you to squeeze out an extra Big Mac, as an unexpected bonus.
My experience with a similar stat (in Mutants & Masterminds) was the players found it VERY confusing
 
Do you recall the areas of confusion?
It was mainly trying to wrap their head around "so what can I buy?" two of the players were newbies, and one hadn't played much in the last 20 odd years, part of the issue was the explanation was too long and complex in my opinion, especially for the newbies, their eyes just glazed over, so I think the trick is keeping the explanation on how it works concise, and to have a few examples
 
I dislike these mechanics in every game that has them and are often the first thing I remove.

Players like to know how much things cost and how much money they have and earn.

They also like to know how many rounds they have in their guns and magazine capacity,
 
I dislike these mechanics in every game that has them and are often the first thing I remove.

Players like to know how much things cost and how much money they have and earn.

They also like to know how many rounds they have in their guns and magazine capacity,
Can't argue, my one experience it (in the M&M game I mentioned above) It slowed things down, caused confusion, and honestly took the fun out of equipment shopping (not that there was a huge amount of that, it being superheros)
 
Maybe give a bonus due to certain ranks, representing investments or retirement accounts. I don't really like the randomness of rolling for Wealth, although there are plenty of people who were wealthy who are now destitute.
 
The question is SOC going to be the stat? or will it be changed to Charm or Charisma. I am pretty sure this is for Dark Conspiracy where the SOC stat might not fit into the setting.
 
Yeah generally wealth stats turn into 'don't bother using it because what does it do?' Or 'max it out so you can buy anything, then your referee says no because it will break the game, then you get annoyed that you wasted any time on the stat'
 
These rules are intended for a new 'Traveller-adjacent' game rather than a future Core Rulebook (yeah, you can probably guess which game it is :)).

You mean it is for some sort of... Unlit... Skulduggery?

Bad jokes aside; it took me a few minutes to really 'get' the system, but once I did, I think it's perfectly serviceable for a game where purchasing things is more incidental than core to the actual scenarios.

That said, I'll relate in a sort of stream-of-consciousness manner what my thinking was while reading the rules; my first point of confusion was how it handled many small purchases. Say, if I had a WEL score of 8 and decided to buy a Greggs sausage roll – call it a Purchase score of 1 – I would be able to do it just fine, as "An Operative may purchase a single item or service whose Purchase score is equal to or less than their own WEL (subject to the item’s availability)."
Assuming this is a well-stocked Greggs, then what happens if I tried to buy a bunch of them? It took me a bit to realise that's what this rule is there for: "Operatives may wish to buy items or services in quantity. For every ten such items bought within the same month, their Purchase score is increased by +1."
So if I understand the rules correctly, with my WEL 8 I could buy up to 70 sausage rolls and still be operating under that first 'equal to or less own WEL' rule – if I were to buy 80 sausage rolls, however, then I'd fall under the "An Operative may purchase a single item or service whose Purchase score is one higher than their own WEL once a year. Each additional time they purchase an item of the same Purchase score in the same year, their WEL is reduced by -1" rule.

The above seems reasonable to me, in that despite being abstracted it still sounds more-or-less-ish in the right ballpark.

One potential problem does jump at me, though: there is a potential for cheesing this system by being rules-lawyer-y about how you go about your purchases. If I buy 70 sausage rolls, leave the store, and later that same session buy another 70 sausage rolls, given these are strictly speaking two different purchases of a modified Purchase score 8, I could make both purchases without incurring a reduction to my WEL stat.
The above is obviously very silly and just asinine behaviour and a strong argument in favour of getting the person kicked off a table for being a miserable git, but this same general principle can happen in actual, honest scenarios. Consider:
My character goes to Greggs and buys the 70 sausage rolls (modified Purchase score of 8); later in the same adventure, they go to Pret to grab some tuna sandwiches (also Purchase score of 1), and grab 70 of those, for instance. In practice it is the same in the scenario above, but it could actually arise in a plausible manner over the course of play.

There's some weird edge cases that cause some strange behaviours leading to eyebrow-raising, but still tolerable results.

I guess whether this system is the way forward depends on
  • How frequent would purchases – especially bulk purchases – be over the course of most sessions of the game? (From what you said, little, so that's a thumbs up here.)
  • Does it remove the need to convert between different currencies? (Yes, from what you said – but listing all prices in one currency, be it GBP or USD, also does this trick, so a 'more-or-less' gesture here.)
  • Does the initial "difficulty" (using the term liberally) of learning how this system works outweigh the inconvenience of traditional accounting on TTRPG games? If it does, it's probably not worthwhile to keep it. (That's an inconclusive shrug from me)
I don't feel I know enough about the setting and vibes of the game to make a judgement call, but whatever the case may be, those are my thoughts (TL;DR: Like the system, but unsure if it is worth having over a more traditional currency system).
 
I am struggling to see how a wealth stat is relevant to an external actor or could be meaningfully utilised in a game context. Wealth is an internal stat which could be a pension or other income used as a supporting asset, not central to role play
 
Works for me. Traveller uses Social like this to give costs of living, and the concept is often used in superhero games like Mutants and Masterminds or Champions, where being a millionaire or billionaire is just a useful perk.

So... if mundane assets are mostly just window dressing, or being a millionaire is no more important that being smart or strong, this works.

I think the actual labels need changing a bit. If this is a Traveller system stat, 6-8 are your normal person baseline, that should be your working class/middle class/comfortable zone. 9-11 (+1) are the well off to wealthy, 12-14 (+2) are the millionaires, 15 (+3) are the billionaires. Working backwards, 3-5 (-1) are the battlers, 1-2 (-2) are the destitute. I'd omit any specific mention of debt - that might confuse things with other types of debt, and in such a system is best left to roleplay.

So I'd propose the following labels:

2 or less: Destitute

3: Very Poor
4: Poor
5: Struggling

6: Making Do
7: Middle class (not fully happy with this label. I'd prefer to leave out references to class. Average? Normal?)
8: Comfortable

9: Well-off
10: Affluent
11: Wealthy

12: Millionaire
13: Multi-Millionaire
14: Centimillionaire

15: Billionaire

(Bold names are suggested conversational names for the brackets)

Now, a caveat... if the focus characters are normally of a lower socio-economic grade, that might need to be adjusted. If you are generating the stat on 2D6, 6-8 needs to be Normal, whatever that may be.

As far as purchases go... maybe look at the wealth (stat mod) brackets? That is, the average grade can easily purchase from the poor grade and have unlimited purchases from the destitute grade, but have limited ability to access the wealthy grade and no ability to access the millionaire one or higher. Conversely, millionaires have unlimited access to average grade purchases; billionaires have unlimited access to wealthy grade purchases.
 
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