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projects:odds_rpg:systems:economy [2026/02/17 20:54] freedomotterprojects:odds_rpg:systems:economy [2026/02/17 21:43] (current) freedomotter
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 ====== Economy & Wealth ====== ====== Economy & Wealth ======
  
-ODDS RPG supports two economy modes.+ODDS supports two approaches to wealth:
  
-The GM chooses one at campaign start:+  * Abstract Wealth (narrative-focused) 
 +  * Concrete Currency (credit-based tracking)
  
-  * Abstract Wealth (fast, narrative-driven) +The GM chooses one method at campaign start. 
-  * Detailed Currency (granular, gear-focused) +Do not mix systems unless intentionally blending genres.
- +
-Both systems are compatible with the rest of ODDS.+
  
 ---- ----
  
-===== Mode 1: Abstract Wealth (Default) =====+===== Option 1: Abstract Wealth =====
  
-Characters have a Wealth Tier instead of tracking money.+Characters have a Wealth Rating from 0 to 5.
  
-^ Tier ^ Name ^ Description ^ +– Destitute   
-| Broke | Struggling, dependent on favors | +– Poor   
-| Modest | Can afford common gear and travel | +– Modest   
-| Comfortable | Access to quality gear | +– Comfortable   
-| Wealthy | Can fund operations and hire help | +– Affluent   
-| Elite | Major influence and rare access |+5 – Wealthy   
 + 
 +Wealth reflects access to gear, contacts, and lifestyle. 
 + 
 +It is not exact currency.
  
 ---- ----
  
-==== Buying Items (Abstract) ====+===== Making Purchases (Abstract) =====
  
-Each item has a 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 ≤ your Wealth: +Suggested TNs:
-  You acquire it.+
  
-If requirement > your Wealth: +Basic Gear → 8   
-  Roll 1d20 + Presence (add relevant skill if appropriate) vs TN 15.+Quality Equipment → 12   
 +Specialized Equipment → 15   
 +Rare or Restricted → 18   
 +Legendary or Black Market → 22  
  
 On success: On success:
-  Acquire item, but choose one: +  You acquire the item.
- +
-    * Reduce Wealth by 1 until end of session +
-    * Gain an Obligation +
-    * GM introduces complication+
  
 On failure: On failure:
-  Cannot acquire now +  You cannot afford it right now. 
-  OR accept two consequences above.+  The GM may offer a narrative complication instead.
  
-----+On Strong Success: 
 +  Wealth does not decrease.
  
-===== Obligations (Abstract Mode) =====+On failure by 5 or more: 
 +  Wealth decreases by 1.
  
-Track with boxes:+Wealth never drops below 0.
  
-Obligations: ☐ ☐ ☐ +Wealth may increase after major rewards or successful ventures.
- +
-At 3 boxes: +
-  A creditor, rival, or authority creates a scene complication. +
- +
-Clear an Obligation by: +
-  * Completing a job +
-  * Paying debt narratively +
-  * Accepting a dangerous favor+
  
 ---- ----
  
-===== Mode 2: Detailed Currency (Optional) =====+===== Option 2: Concrete Currency =====
  
-Instead of Wealth Tiers, track actual money.+Characters track credits, gold, or equivalent currency.
  
-Choose a setting-appropriate currency+Example starting funds
-  Gold, Credits, Dollars, Trade Bars, etc.+  500 credits (Tier 2 Heroic)
  
-----+Equipment has fixed costs determined by the GM.
  
-==== Starting Funds ====+Track purchases normally.
  
-GM determines based on campaign tone.+This mode is recommended for:
  
-Suggested starting values: +  * Gritty campaigns 
- +  * Survival-focused play 
-Low resources → 100 units   +  * Cyberpunk settings 
-Standard → 300 units   +  * Economic or trade-heavy stories
-Heroic → 600 units  +
  
 ---- ----
  
-==== Item Cost Guidelines ====+===== Lifestyle & Upkeep =====
  
-^ Item Category ^ Cost Range ^ +In Abstract mode: 
-| Basic gear | 10–50 | +  Lifestyle is covered by Wealth rating.
-| Quality weapons/armor | 75–200 | +
-| Advanced gear | 200–500 | +
-| Rare / restricted | 500+ |+
  
-Adjust for setting.+In Concrete mode: 
 +  Minor living expenses are ignored unless narratively important.
  
-----+The GM may impose periodic upkeep costs for:
  
-==== Earning Money ====+  * Starships 
 +  * Vehicles 
 +  * Bases 
 +  * Cybernetics maintenance
  
-Minor job → 50–100   +Only track upkeep if it supports the tone of the campaign.
-Standard mission → 150–300   +
-Major contract → 400–800   +
- +
-Boss-level reward → 1000+ +
- +
-Split evenly unless negotiated.+
  
 ---- ----
  
-===== Lifestyle Costs (Optional) ===== +===== Salvage & Rewards =====
- +
-If tracking realism: +
- +
-Per session or downtime period:+
  
-Poor lifestyle → 10   +Rewards may grant:
-Modest → 25   +
-Comfortable → 50   +
-Luxury → 100++
  
-Failure to maintain lifestyle may: +  * Wealth increase (Abstract mode) 
-  * Reduce reputation +  * Currency payout (Concrete mode) 
-  * Increase complications +  * Assets (labs, vehicles, safehouses) 
-  * Trigger debt+  * Reputation boosts
  
-This rule is optional.+Wealth increases should be meaningful. 
 +Avoid frequent +1 increases unless campaign scale supports it.
  
 ---- ----
  
-===== Hybrid Option (GM Discretion) =====+===== Blended Mode (Optional) =====
  
-You may use:+For hybrid campaigns:
  
-  Abstract Wealth for large purchases +  Use Concrete Currency for gear. 
-  Currency for small gear and consumables+  Use Wealth Rating for influence and lifestyle.
  
 Example: Example:
-  Track ammo and grenades with money. +  A character may be low on credits but still socially connected.
-  Use Wealth Tier for vehicles or property.+
  
-If using hybrid: +Blended mode requires GM discipline to avoid double benefits.
-  Wealth changes slowly. +
-  Currency fluctuates normally.+
  
 ---- ----
  
-===== Design Principle =====+===== Design Notes =====
  
-Choose the mode that matches campaign tone.+Abstract Wealth: 
 +  * Fast 
 +  * Narrative-focused 
 +  * Low bookkeeping
  
-Use Abstract Wealth if+Concrete Currency
-  You want speed and narrative focus.+  * Detailed 
 +  * Tactical 
 +  * Resource-driven
  
-Use Detailed Currency if: +Choose the method that reinforces your campaign tone.
-  You want equipment progression and resource pressure.+
  
-Do not let bookkeeping slow the game.+Switching mid-campaign is possible, but requires recalibration.
  
 ---- ----
  
-ODDS RPG Economy v1.1+ODDS RPG Economy v1.0 Playtest
  
projects/odds_rpg/systems/economy.1771361673.txt.gz · Last modified: by freedomotter

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