Amiga-Z Wiki

“Modern tools for old-school communities.”

User Tools

Site Tools


projects:odds_rpg:systems:economy

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
projects:odds_rpg:systems:economy [2026/02/17 20:53] freedomotterprojects:odds_rpg:systems:economy [2026/02/17 21:43] (current) freedomotter
Line 1: Line 1:
 ====== Economy & Wealth ====== ====== Economy & Wealth ======
  
-ODDS RPG uses an abstract Wealth system.+ODDS supports two approaches to wealth:
  
-Characters do not track currency+  * Abstract Wealth (narrative-focused) 
-Instead, they have a Wealth Tier representing lifestyle, access, and purchasing power.+  * Concrete Currency (credit-based tracking) 
 + 
 +The GM chooses one method at campaign start
 +Do not mix systems unless intentionally blending genres.
  
 ---- ----
  
-===== Wealth Tiers =====+===== Option 1: Abstract Wealth =====
  
-Each character has a Wealth rating from 0 to 4.+Characters have a Wealth Rating from 0 to 5.
  
-^ Tier ^ Name ^ Description ^ +– Destitute   
-| Broke | Struggling, debt-ridden, dependent on favors | +– Poor   
-| Modest | Can afford common gear and travel | +– Modest   
-| Comfortable | Access to quality gear and services | +– Comfortable   
-| Wealthy | Can fund operations and hire specialists | +– Affluent   
-| Elite | Major influence, rare item access |+5 – Wealthy  
  
-The GM determines starting Wealth based on campaign tone.+Wealth reflects access to gear, contacts, and lifestyle.
  
-Typical starting Wealth: +It is not exact currency.
-  Gritty campaign → 0–1 +
-  Standard campaign → 1–2 +
-  Heroic campaign → 2–3+
  
 ---- ----
  
-===== Buying Items =====+===== Making Purchases (Abstract) =====
  
-Items are categorized by Wealth Requirement.+Routine purchases: 
 +  Automatically succeed if reasonable for your Wealth level.
  
-^ Item Type ^ Suggested Wealth +Significant purchases: 
-| Everyday gear | 0–1 | +  Roll 1d20 + Wealth against a TN set by the GM.
-| Quality equipment | 1–2 | +
-| Military / Enchanted gear | 2–3 | +
-| Rare / Restricted | 3–4 |+
  
-If item requirement is:+Suggested TNs:
  
-Equal to or below your Wealth: +Basic Gear → 8   
-  You can acquire it. +Quality Equipment → 12   
- +Specialized Equipment → 15   
-Above your Wealth: +Rare or Restricted → 18   
-  Roll 1d20 + Presence (add relevant skill if appropriate) vs TN 15.+Legendary or Black Market → 22  
  
 On success: On success:
-  You acquire the item, but choose one: +  You acquire the item.
- +
-    * Reduce Wealth by 1 until end of session +
-    * Gain an Obligation +
-    * GM introduces narrative complication tied to purchase+
  
 On failure: On failure:
-  You cannot acquire it now +  You cannot afford it right now. 
-  OR you may still take it but accept two consequences above+  The GM may offer a narrative complication instead.
  
-----+On Strong Success: 
 +  Wealth does not decrease.
  
-===== Obligations =====+On failure by 5 or more: 
 +  Wealth decreases by 1.
  
-Obligations represent debt, favors owed, or heat.+Wealth never drops below 0.
  
-Track with boxes:+Wealth may increase after major rewards or successful ventures.
  
-Obligations: ☐ ☐ ☐+----
  
-When you gain an Obligation, check one box.+===== Option 2: Concrete Currency =====
  
-At 3 boxes: +Characters track creditsgold, or equivalent currency.
-  A creditorrival, or authority appears and demands repayment. +
-  The GM introduces a complication scene.+
  
-Clear one Obligation by:+Example starting funds: 
 +  500 credits (Tier 2 Heroic)
  
-  * Completing a risky job +Equipment has fixed costs determined by the GM.
-  * Paying off debt narratively +
-  * Sacrificing an asset +
-  * Accepting a dangerous favor+
  
-----+Track purchases normally.
  
-===== Group Assets =====+This mode is recommended for:
  
-The party may own shared assets:+  * Gritty campaigns 
 +  * Survival-focused play 
 +  * Cyberpunk settings 
 +  * Economic or trade-heavy stories
  
-  * Ship +----
-  * Safehouse +
-  * Business +
-  * Vehicle +
-  * Guild Charter+
  
-Assets function as narrative advantages.+===== Lifestyle & Upkeep =====
  
-The GM may:+In Abstract mode: 
 +  Lifestyle is covered by Wealth rating.
  
-  * Increase Wealth temporarily after major success +In Concrete mode: 
-  * Reduce Wealth if major failure destroys resources+  Minor living expenses are ignored unless narratively important.
  
-----+The GM may impose periodic upkeep costs for:
  
-===== Temporary Wealth Boosts =====+  * Starships 
 +  * Vehicles 
 +  * Bases 
 +  * Cybernetics maintenance
  
-After major mission success:+Only track upkeep if it supports the tone of the campaign.
  
-The GM may grant:+----
  
-  +1 Wealth for one session +===== Salvage & Rewards =====
-  OR +
-  Access to one item above tier without roll+
  
-Temporary boosts represent:+Rewards may grant:
  
-  * Bonus pay +  * Wealth increase (Abstract mode) 
-  * Salvage +  * Currency payout (Concrete mode) 
-  * Political favor +  * Assets (labs, vehicles, safehouses) 
-  * Market surge+  * Reputation boosts
  
-They expire at end of session unless made permanent.+Wealth increases should be meaningful. 
 +Avoid frequent +1 increases unless campaign scale supports it.
  
 ---- ----
  
-===== Losing Wealth =====+===== Blended Mode (Optional) =====
  
-Wealth may permanently decrease if:+For hybrid campaigns:
  
-  * Major property destroyed +  Use Concrete Currency for gear. 
-  * Massive debt incurred +  Use Wealth Rating for influence and lifestyle.
-  * Public disgrace affects access +
-  * Campaign event strips status+
  
-Wealth should move slowly and reflect story impact.+Example: 
 +  A character may be low on credits but still socially connected. 
 + 
 +Blended mode requires GM discipline to avoid double benefits.
  
 ---- ----
  
-===== Design Principle =====+===== Design Notes ===== 
 + 
 +Abstract Wealth: 
 +  * Fast 
 +  * Narrative-focused 
 +  * Low bookkeeping
  
-Wealth is not accounting.+Concrete Currency: 
 +  * Detailed 
 +  * Tactical 
 +  * Resource-driven
  
-It represents: +Choose the method that reinforces your campaign tone.
-  Access +
-  Reputation +
-  Resources +
-  Influence+
  
-If tracking numbers slows the gamedo not do it.+Switching mid-campaign is possiblebut requires recalibration.
  
 ---- ----
  
-ODDS RPG Economy v1.0+ODDS RPG Economy v1.0 Playtest
  
projects/odds_rpg/systems/economy.1771361598.txt.gz · Last modified: by freedomotter

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki