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Is there a way to make currency in modern tabletop games feel better or more worthwhile?


In old versions of Dungeons and Dragons, cash was king. You needed Gold to earn XP, so without treasure, you wouldn't level up.

As editions wore on, and that mechanic was removed, the usefulness of gold and treasure seemed to fall by the wayside. The cool weapons you find aren't the result of a shopping trip, but more likely the result of finding it in a cave, or undertaking a quest to get something for a smith or tailor. You dug around for artifacts, and cash was resigned to buying minor magic items, some scrolls, potions, and mundane items. A mule and cart would cover you for a long time, in terms of carrying capacity, and that was a whopping 23 GP investment.

Spellcasting reagents and ammo used to be a sink, but so many tables consider them a pain to track. Hell, there's a feat in 5e that lets you just Have Your Reagents below a certain price point. Expensive reagents for stuff like Resurrection becomes a quest, since you can't really just go "Hey can I buy a 500gp diamond??"

Shadowrun does an ok job with their taxes, like ammo, lifestyle, and hospital costs, but a mage with the Heal spell can offset the hospital cost, and potential downtime spent healing, so you could do multiple jobs in a month before rent came due.

Coin in Blades in the Dark is used to buy extra success and downtime actions so I guess it's important there, but doesn't feel the same working in those smaller increments. 40 coin to the peak retirement... Ok Blades night do it alright. Good job Blades.

Shins in Numenera dont seem particularly useful unless you want to make Artifacts and Cyphers regularly available for sale. The list of stuff you can buy is pretty short. I allowed a player to use Shins as part of an artifact building process. Maybe that's the issue.

Maybe the issue is that currency often relies so much on a GM making work. "What's a bribe amount that works for this that also isn't just negligible", is just one difficulty. How do you make money a pain point for the players where having money is actually important? But maybe the only way to do that is to make it more integral the way Blades does. Make it for more than just Buying Stuff.

I wish getting treasure felt better. I wish getting a cool ruby was fun, instead of going "does this have magic? No? Whatever."

Edit: This also makes the Treasure Hunter archetype less valuable or even viable as a player motivation.


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in reply to @Jama's post:

In games where money actually matters (like Shadowrun, Traveller, EotE) I prefer tracking actual currency. In every other game, abstracting it into a resource (Heart, Daggerhearts) or doing away with it entirely (Lancer, PBtA) is preferable.

Money as treasure has worked best in the games I've played or run when it can be exchanged for clearly useful items or services that the players have to choose between with their limited funds. Folks rag on how including magic items in the 4e PHB removed mystery or excitement of those things... but also, including them presented the players with choices on how to spend a limited resource. Shadowrun and Pathfinder also do this well - treasure becomes a resource to spend on making choices for your character. If I spend my nuyen on upgrades to my guns in Shadowrun instead of on making a new contact, that says something about my character in a way having 5,000 gp sitting in my backpack in 5e doesn't.

If the money doesn't lead to interesting choices, it isn't exciting as a reward.

4e going "Hey, magic items of certain types are actually readily available so you have something spend money on" was incredibly useful because you can look ahead and have a goal to shoot for. Felt like another advancement track.

To follow-up on your wishing getting a cool ruby was fun, attaching a choice to it's also worked in my dungeon games. I incorporate crafting rules, so things like silver ingots, bushels of dried herbs, and rubies become valuable beyond their monetary worth because they can either be sold for coin or used by a player on a crafting project that they chose to start.

It's why I think stuff like potions haven't been as exciting for my players. A one-off potion with a fun, novel effect that might get used isn't as interesting as a crafting material they know is perfect for completing a project that they started.

Worlds Without Number has you fuel massive magical projects via paying wizards a giant fee of silver to do shit like:

Defend a cool town with summoned warriors
Ward a room from demons
Do other big magical things I can't remember off the top of my head But They Were Neat.

I like it when you have to use money for like, maintenance because then it feels like it's meaningful. If it's just another XP track like 3E/4E then it just feels like XP 2.0. Gotta have something to do with it when you have an amount that makes the maintenance amount trivial, of course.

I had some thoughts about this for Liminal Void in particular because that game is very much about getting nickel and dimed in space but I need to see if they're any fun - specifically my big one is that costs are mostly based on rolls rather than flat fees, so you can't really rely on them being what they are, and maintenance + ship repair/equipment + incidental costs will suck up way more than like. Buying guns. Might do things like set fuel costs as higher for better ships so once you've got that kind of money you have to deal with more of that kind of bullshit.

A lot of this also comes down to “how detailed is the world-engagement system on its own, and how much effort does it take from the DM to operate that engagement on the game’s substrate” as well like

A lot of the older games which felt so rewarding to me as a younger player, for having money as an inventory item, they weren’t rewarding because of the game, they were rewarding because the DM leaned really hard into “what’re ya buyin, stranger” improv theatrics as a non-game element, but because of the nature of the medium, it got linked in with the game experience irrevocably, you know?

Even in a game like Shadowrun (or pre-Red cyberpunk, Red stripped a lot of detail out) where there’s tons of NERPS to interact with costs and etc the DM has to be there to track and interact. Shadowrun 3 and 4 had really robust optempo and maintenance rules! But they had to be invoked to matter, and a lot of my players got very mad at me for reminding them that they had to pay lifestyle, optempo and maintenance, and every single one of my DM’s was “yeah just buy a month of lifestyle up front who cares about upkeep it’s boring” and like,… okay so I’m buying luxury and never worrying about anything ever again?

Anyhow I have so many thoughts but they’re hard to articulate right now