
A tabletop enthusiast, for better or worse.
Where to Find Me After Cohost:
Blog
Projects & Campaigns:
Clouder's RPG Spreadsheet
dungeon23: The Tree & The Tower
D&D: Old Flames
Break!!: Mossgrave
Erasure Adventure Prep
Today's complaining is brought to you by "I finished reading the rules for Break!! RPG." I really like what I read, I want to make time to run it! But it yet another game that makes crafting, treasure hunting, and buying equipment core elements of the game and gives no meaningful guidance on how much treasure is appropriate to handout.
It feels like that in a couple senses of the word.
It feels like a missing piece in what are otherwise a bunch of networked references. It also feels like the kind of section you'd cut when you need to reduce page count in an already long book. After all, pretty much every other game doesn't give page count to this stuff.
Also, like... I am griping about Break!! but I run into this problem with most RPGs. It's exhausting that way.
I feel like one of those MMO economists should throw us a bone here and tell us how it’s done.
No kidding. I would love to read a long blog or even a paper on the considerations of how to award treasure at a pace that works for a game.