projects:odds_rpg:systems:economy
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| projects:odds_rpg:systems:economy [2026/02/17 20:53] – freedomotter | projects:odds_rpg:systems:economy [2026/02/17 21:43] (current) – freedomotter | ||
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| ====== 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 | + | ===== Option 1: Abstract |
| - | Each character has a Wealth | + | Characters have a Wealth |
| - | ^ Tier ^ Name ^ Description ^ | + | 0 – Destitute |
| - | | 0 | Broke | Struggling, debt-ridden, | + | 1 – Poor |
| - | | 1 | Modest | Can afford common gear and travel | | + | 2 – Modest |
| - | | 2 | Comfortable | Access to quality gear and services | | + | 3 – Comfortable |
| - | | 3 | Wealthy | Can fund operations and hire specialists | | + | 4 – Affluent |
| - | | 4 | Elite | Major influence, rare item access | | + | 5 – Wealthy |
| - | The GM determines starting | + | Wealth |
| - | 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 | + | Routine purchases: |
| + | Automatically succeed if reasonable for your Wealth | ||
| - | ^ Item Type ^ Suggested | + | Significant purchases: |
| - | | Everyday gear | 0–1 | | + | Roll 1d20 + Wealth |
| - | | 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 |
| - | | + | Quality Equipment → 12 |
| - | + | Specialized Equipment → 15 | |
| - | Above your Wealth: | + | Rare or Restricted → 18 |
| - | | + | 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 | + | You cannot |
| - | | + | |
| - | ---- | + | 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 credits, gold, or equivalent currency. |
| - | A creditor, rival, 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: |
| - | | + | |
| - | ---- | + | 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 | + | Wealth increases should be meaningful. |
| + | Avoid frequent +1 increases | ||
| ---- | ---- | ||
| - | ===== Losing Wealth | + | ===== Blended Mode (Optional) |
| - | Wealth may permanently decrease if: | + | For hybrid campaigns: |
| - | | + | |
| - | | + | |
| - | * 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 | + | ===== Design |
| + | |||
| + | 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 game, do not do it. | + | Switching mid-campaign is possible, but 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
