If you read my game reports on Tales of the Templars, you will note that I make no
mention of treasure. That’s because I really hate worrying about money in my
games. I want to play epic heroic fantasy, not Monopoly. When did you ever read
about Aragorn, Galahad, or other epic heroes rifling through the pockets of
their defeated enemies looking for spare change? Money is not what heroism is
about.
Furthermore, once a game begins to track treasure, then it
has to introduce things to purchase. Usually this involves better equipment to
allow the characters become more powerful. This creates a vicious cycle; in
order to get more powerful the characters need to adventure to get more money.
The game shifts from being heroes to naked acquisition.
I understand that there are gritty “heroes” like Conan who
are concerned with money, but these characters are not my gaming role models.
Unfortunately, most games are very much plugged into this go out and get more
mentality, but this is not my style.
Solo gaming has allowed me to break away from acquisition.
Instead, my characters are part of an international organization (the Temple)
that will provide for their basic needs in exchange for service. I don’t have
to track revenue and expenses, I can just adventure. However, I now have a dilemma as I am designing my dungeon crawl game. While I may not like acquiring things in games, my wife is an ardent collector of stuff (at least when it comes to games). I think I'll need to cater to her preference in some manner.
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