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	<title>Comments on: Meta-Gaming the House Blend</title>
	<atom:link href="http://www.rpgmusings.com/2010/07/meta-gaming-the-house-blen/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.rpgmusings.com/2010/07/meta-gaming-the-house-blen/</link>
	<description>Play The Game You Want To Play</description>
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		<title>By: Mike</title>
		<link>http://www.rpgmusings.com/2010/07/meta-gaming-the-house-blen/comment-page-1/#comment-439</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Thu, 29 Jul 2010 22:39:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.rpgmusings.com/?p=998#comment-439</guid>
		<description>I like the skill use during combat rule suggestions.</description>
		<content:encoded><![CDATA[<p>I like the skill use during combat rule suggestions.</p>
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		<title>By: AlioTheFool</title>
		<link>http://www.rpgmusings.com/2010/07/meta-gaming-the-house-blen/comment-page-1/#comment-435</link>
		<dc:creator>AlioTheFool</dc:creator>
		<pubDate>Thu, 29 Jul 2010 18:03:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.rpgmusings.com/?p=998#comment-435</guid>
		<description>Great post man! I am known as a tinkerer and I love houseruling. It makes the game more personal.

Two rules you wrote about that I think I&#039;ll be implementing quickly are stored rituals and skill use in combat.</description>
		<content:encoded><![CDATA[<p>Great post man! I am known as a tinkerer and I love houseruling. It makes the game more personal.</p>
<p>Two rules you wrote about that I think I&#8217;ll be implementing quickly are stored rituals and skill use in combat.</p>
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		<title>By: Ryven Cedrylle</title>
		<link>http://www.rpgmusings.com/2010/07/meta-gaming-the-house-blen/comment-page-1/#comment-433</link>
		<dc:creator>Ryven Cedrylle</dc:creator>
		<pubDate>Thu, 29 Jul 2010 17:54:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.rpgmusings.com/?p=998#comment-433</guid>
		<description>I apologize for the length.  Here goes:

Let me start out by saying I don&#039;t like 4E&#039;s economy at all.  Do YOU go around carrying thousands of dollars in cash in your wallet?  Does it make sense to have a less technologically advanced society than us minting vast quantities of standardized coinage?  And seriously, what&#039;s up with this 20% return rate?  This is one of the big worldbuilding issues I considered when preparing for my current campaign and one day, an idea struck me.  It was so simple, elegant and complete (at least to me, y&#039;all can judge it for yourself of course) that I can&#039;t imagine running 4E without it ever again.   I cut the PCs actual gold earnings to about 20% normal and then put the balance in a sort of virtual “bank” in two separate “accounts” – one called Fame and the other called Karma or Luck.  

Karma or Luck is earned for performing actions that help restore the natural “correctness” of the world. Noble deeds, delivering justice, killing undead, pretty much anything stereotypically “Good” earns Karma. It can be spent like normal GP in stores representing the odds that the location actually has what the characters want. It can also be spent while adventuring to have certain events occur. For instance, spending 50 Luck in a dungeon can give you a Healing Potion as treasure in the next encounter or chest. Spending 20 Luck can ensure that a water source you find is pure (as the Clearwater Solution). As a general expectation, the cost of an event is equal to an item that causes the event. 

Fame is earned for performing deeds that will be talked about by others. It can be spent like normal GP in stores representing the shopkeeper&#039;s willingness to sell the characters rare or dangerous items. It can also be spent while adventuring to have certain events occur. For instance, you can use Fame to “bribe” someone into letting you into an area they shouldn’t. It can purchase room and board in foreign towns when you lack the on-hand gold. (“Hey, we’ve heard about you guys? Tell us about your travels! A place to stay? Sure, it’s on the house.”) PCs might also spend Fame to receive gifts and favors from NPCs that they meet. As a general expectation, the cost of an event is equal to an item that causes the event, though this isn’t quite as sturdy an expectation for Fame as it is Luck.   

When a PC goes to buy something, he or she is only required to have 20-40% of the cost in currency.  The rest is paid in Luck or Fame.  Thus when he or she tries to resell it, only the currency is returned and the 20% number makes more sense in-game.  It also eliminates the problem of a single +2 weapon costing as much gold as a small army.  The army only needs gold.  The weapon requires Fame and Luck, which most NPCs do not have.   I&#039;ve found, as a side effect, that the system additionally tends to (though not completely) keep the party moving on the straight and narrow since they know the sorts of things that will earn them full wealth – big, heroic deeds.  It would be just as simple to change Fame to Infamy if I was running an Evil campaign or Karma to Honor if the players were of a culture where that sort of thing is important.  Having intangible wealth in a quantified, measurable way can really set the tone for the game.  You could even use this system as a sort of compromise between the &#039;wish list&#039; and &#039;whatever the DM puts there&#039; methods of treasure placement.  I like mechanics that facilitate bargaining between the DM and players on the meta level in an agreed-upon manner that also have a believable in-game expression; Fame and Luck banks totally do this for me in a way that nothing else does.</description>
		<content:encoded><![CDATA[<p>I apologize for the length.  Here goes:</p>
<p>Let me start out by saying I don&#8217;t like 4E&#8217;s economy at all.  Do YOU go around carrying thousands of dollars in cash in your wallet?  Does it make sense to have a less technologically advanced society than us minting vast quantities of standardized coinage?  And seriously, what&#8217;s up with this 20% return rate?  This is one of the big worldbuilding issues I considered when preparing for my current campaign and one day, an idea struck me.  It was so simple, elegant and complete (at least to me, y&#8217;all can judge it for yourself of course) that I can&#8217;t imagine running 4E without it ever again.   I cut the PCs actual gold earnings to about 20% normal and then put the balance in a sort of virtual “bank” in two separate “accounts” – one called Fame and the other called Karma or Luck.  </p>
<p>Karma or Luck is earned for performing actions that help restore the natural “correctness” of the world. Noble deeds, delivering justice, killing undead, pretty much anything stereotypically “Good” earns Karma. It can be spent like normal GP in stores representing the odds that the location actually has what the characters want. It can also be spent while adventuring to have certain events occur. For instance, spending 50 Luck in a dungeon can give you a Healing Potion as treasure in the next encounter or chest. Spending 20 Luck can ensure that a water source you find is pure (as the Clearwater Solution). As a general expectation, the cost of an event is equal to an item that causes the event. </p>
<p>Fame is earned for performing deeds that will be talked about by others. It can be spent like normal GP in stores representing the shopkeeper&#8217;s willingness to sell the characters rare or dangerous items. It can also be spent while adventuring to have certain events occur. For instance, you can use Fame to “bribe” someone into letting you into an area they shouldn’t. It can purchase room and board in foreign towns when you lack the on-hand gold. (“Hey, we’ve heard about you guys? Tell us about your travels! A place to stay? Sure, it’s on the house.”) PCs might also spend Fame to receive gifts and favors from NPCs that they meet. As a general expectation, the cost of an event is equal to an item that causes the event, though this isn’t quite as sturdy an expectation for Fame as it is Luck.   </p>
<p>When a PC goes to buy something, he or she is only required to have 20-40% of the cost in currency.  The rest is paid in Luck or Fame.  Thus when he or she tries to resell it, only the currency is returned and the 20% number makes more sense in-game.  It also eliminates the problem of a single +2 weapon costing as much gold as a small army.  The army only needs gold.  The weapon requires Fame and Luck, which most NPCs do not have.   I&#8217;ve found, as a side effect, that the system additionally tends to (though not completely) keep the party moving on the straight and narrow since they know the sorts of things that will earn them full wealth – big, heroic deeds.  It would be just as simple to change Fame to Infamy if I was running an Evil campaign or Karma to Honor if the players were of a culture where that sort of thing is important.  Having intangible wealth in a quantified, measurable way can really set the tone for the game.  You could even use this system as a sort of compromise between the &#8216;wish list&#8217; and &#8216;whatever the DM puts there&#8217; methods of treasure placement.  I like mechanics that facilitate bargaining between the DM and players on the meta level in an agreed-upon manner that also have a believable in-game expression; Fame and Luck banks totally do this for me in a way that nothing else does.</p>
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