While
I do sometimes do blog posts especially for the Blog Carnival, I usually don’t
make a big deal out of it. But this
time, I have to, because they have picked my ultimate subject: Ordinary Life in RPG.
In the description of the
topic they even mention that: Four
of the dominating influences on our lives are Politics, Religion, Law, and
Social Structure / Occupation. This is
so right up my alley. The worst thing is
trying to figure out what to write about.
I am so torn! We’ve got Grain Into Gold; we’ve got Urban Developments; we’ve got the whole city of Rhum series. Each of them touches on “Ordinary Life”.
For a VERY long time, I
have been planning to complete a book now known as Lifestyles of the Fantastic
and Magical, formerly known as How the Other Half Lives. It has been laid out in a number of different
ways, but now what it has turned into is a means for players and GMs to quickly
determine what a PCs lifestyle is and how much that costs. As I so often ask in these posts and then try
to answer: So what? Why does it matter? Well, what happens when your PCs get home
from the adventure? Is there any cost
for living between missions? If so, does
it reflect the way that the PCs live or is there a standard cost?
The idea behind
Lifestyles is to pick things like what type of apartment you live in, how fine
your clothes are, and what you do to get your meals. A lot of this rises from game mastering for
the last three decades plus. Worst
example ever: two brother elves who
lived in a cabin in the woods yet believed that their non-adventuring
occupation was crafting and selling steel weapons. The cabin was generally free, they claimed to
live of the land, and they claimed that they should only have to purchase the
steel to craft weapons, which they also had time to sell. As GM, I told them they would not be allowed
to train for adventuring skills, limited their crafting, and fought with them
at nearly every turn. Wow, what I would
have given for a neutral set of rules that could have been relied on.
So what are we talking
about? Well, labor costs money, but it
also costs time. If you want to eat out
at the tavern every night, it is going to be more expensive, but can you afford
the time to shop for groceries and prepare your own meals? How long does it take to train for new skills
or to maintain your attributes? (Yes,
Legend Quest demands that you train to maintain those peak level attributes. Olympic level weight lifters do not remain at
that level when they are not training.)
So you need to balance the number of hours in the day with how much
money you have to spend. So if you spend
most of the day training or working, you may have to pay the extra money to eat
at the tavern instead of making home cooked meals.
I can’t give numbers
here, as there just isn’t the space, but you can imagine how this shakes
out. But what if your players don’t care
about anything outside of combat? Well,
this can force them to care. Most PCs
will have some manner of part-time job - otherwise the GM will need to make
sure they are properly compensated adventuring.
Part-time jobs and spending can be matched so adventuring profits go to
adventuring. But that means the PC needs
a part-time job. What are they capable
of? Just because you’re a trained
killer, I mean “fighter”, doesn’t mean you’re a good sentry or bouncer. Swordsmen are NOT good bouncers. Bouncers eject people using non-weapon combat
styles; they don’t attack with magic swords!
So that means that
players need to care about something other than their to hit percentages in
battle. Just because you use armor doesn’t
mean you know how to repair it. But if
you do know how to repair it, you can have a pretty good part-time job between
adventures. How much do we believe in
part-time jobs? 100 Professions was
written exactly for this. (Sorry - this
was never supposed to be a list of products! but it really is our strength.)
In any case - PCs still need to balance the hours training vs. the hours
working. We really think this balance of
hours and money is the best way to realistically give players a decent
understanding of their characters’ lives outside of the adventures.
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