Kyeudo
One Thousand Club
Its purchases at your Resources level that drops it, and only temporarily.
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Again, my first reaction is sort of "so what?". Who cares if all these magistrates get manor houses. But... I guess you do, so here's my second reaction:Gylthinel said:This causes problems w/ setting continuity, when every 2nd level magistrate gets a manor house simply to speed the PCs through red tape.
Congratulations. Your players are role-playing the Great Curse without even needing mechanical incentive to do so. And they're not even solars yet.Gylthinel said:#"Can I buy your daughter as a gladiator slave?" &"OF COURSE NOT!" #"How about if I give you this lucrative olive farm and 1000 slaves to run it?" &"I can always have more daughters. Deal!"
This sort of goes back to the root of this thread. Why give players something, such as vast wealth, and then punish them for using it? I'm certainly not debating the cause/effect issues of such activities on the economy, but it seems extremely.... overbearing for a GM to essentially not allow players to use their abilities. What's next? Preventing them from using their excellencies? Cutting down on how often they can use their attributes? Etc. I definately think that abuse should be avoided in all aspects of this game's poorly written mechanics, but "abuse" should extend to more than just my somewhat myopic position on it. Meaning: my players aren't bad for using the advantages they have at hand.wordman said:If your players aren't mature enough to handle and abstract resource system with some dignity (and, I think we've established that they aren't), then I wouldn't have any qualms about going nuts with the reaction the economy takes to their spending decisions.
On the other hand, I wouldn't run a game for players like that anyway, so what do I know.
This doesn't really seem to me to be what Ker'ion is complaining about, really. What seems to be happening, to me, is that instead of actually using their character's abilities to solve something, the players are using their own abilities to exploit rule oddities in ways that break the setting. Most players are mature enough not to do that. They realize, 'yeah, we could push the rules there, but that spoils to fun', and not fucking do it.Gylthinel said:I'm certainly not debating the cause/effect issues of such activities on the economy, but it seems extremely.... overbearing for a GM to essentially not allow players to use their abilities.
Yes' date=' Wordman, the players are using their skills, not their characters' skills when it comes to monetary gains.[/quote']
Ah, I see. I'm having a similar issue with one of my players, though it's not in regards to money. He hunts out all of the most broken charms that he can find (not that it's hard to find them, rules-creep is extrodinary.... please see all the martial arts in the Abysal book), then deigns to call his character "good" and "fair." He'll soon be "good" and "dead." If my fire-aspected Dragon Blooded specialist has anything to say about it.
Wordman's reactive approach is typically how I respond to situations where I fear munchkinnery. Players do something wacky? React too it in an appropriate fashion. That's earned them plenty of foes, they can barely roll-over in bed at night without somebody stabbying them in the spine.
Welcome aboard Jag! We won't bite. Well' date=' I won't. Watch yourself around Ker'ion.[/quote']Hey!
I only bite when asked to.
And even then, I prefer nibblin'.
New gal actually. ^^ And thanks for the welcome you all!cyl said:Hello new guy
*fiddling with the dials, turning up the echo*Everything has consequences.
It's not D&D' date=' you can't just go out and buy super-rare artifact components, you need to get them yourself.[/quote']
buy super-rare artifact components