This is a nearly painful post for me
to write. Why? Because I know what money is. It is those small pieces of paper with dead
presidents on it. It is gold, silver and
sometimes copper (though I refer to pennies as litter). It is jewels, jewelry and sometimes watches
(if they aren’t plastic or rubber). So
what’s the point? Well, I think I
already hit it.
Who are you asking the
question? To modern folks, money is paper
currency and electronic signals. To
fantasy folks, it is precious metals and jewels. While we will recognize and appreciate their
money, they would think us complete morons for chasing our money. There is no possible way a fantasy person
could see the value in paper currency.
But it doesn’t stop there. I was reminded of a rather interesting point
recently. The Zulus saw cattle as
wealth. Imagine the culture shock of a
Zulu trying to talk to a British soldier or diplomat: How many cattle do you have? None.
Oh, so you’re poor. No, I have a
very nice home in London. But no cattle.
No, no cows. Are you married? Yes, and I have two sons. How will you marry off your sons when you
have no cattle with which to pay the brides’ fathers? I don’t need any. So you’re broke, a bum, a guy who will marry
off his sons to the ugliest, most barren women in the city of London because
you have no cattle with which to buy wives for them.
OK, I’ll stop that, but this
seriously had to be culture shock, and it’s just one example. There is an action movie I really enjoy due
to its campiness where the hero says, “These are desert people. They value water, not gold.” OK, they probably valued both, but there is a
point in there. If water and food are
really rare, you’ll pay anything for them.
This is the point of trade! If I have food and you have silver, let’s
trade. If I have silk and you have
emeralds, let’s trade. The point is to
move goods from where they are cheap to where they are valuable.
To make this worthwhile for the gold
farmers - here’s an unexpected consequence to this cultural / role-playing
concept: A lot of games allow holy spell
casters to cast summon water spells (or whatever you call it). Imagine this:
You show up in a desert. The
desert raiders are willing to barter with you, and you set up your tents at one
of their oases. Then they see your
cleric cast a bring water spell and you all drink it. The desert raiders will now do whatever is
necessary to buy or steal that cleric from you.
They will kill the entire rest of the party in order to get that
cleric. You have to see it from their
perspective: What would your characters
do if they found an elf who actually pooped out diamonds? Would they not kill everyone else allied with
that elf and take him/her hostage? From
their perspective, it is basically the same thing (but without the pooping).
Let’s reverse this: The party is trading with folks they know to
be less than legit, and find they have a “slave” kept alone in a cave. These guys have lots of slaves for sale, but
this one is obviously different, and she’s not for sale. Maybe they figure out that she is a cleric
with summon water. It usually doesn’t
take much for a party of adventurers (aka murder hobos), to kill a band of
desert raiders, especially if they can explain it away by saying they were
bandits and therefore deserved to die.
Want to make it more than a simple
combat? How about this: They are crossing a desert, and the only way
across is to be led from oasis to oasis by someone who knows exactly where he’s
going. Along the way your guide leads
you to one of his family’s main bases, where you find the slave cleric
girl. Now what? If you fight the raiders, even if you win,
you lose your guide and may not survive the desert (even with a girl who can
summon water). If you leave her in the
hands of these “savages”, you are condemning her to a horrible fate (at least
you imagine it as such). Especially if
you’re playing a game with alignments, you are in a bad spot!
It’s fun to mess with the players’
minds, and even more fun if you can mess with the characters’ minds as well!
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