Showing posts with label wealth. Show all posts
Showing posts with label wealth. Show all posts

Thursday, December 21, 2023

Stormbringer Redux # 17 - Abstract Weight and Wealth



(NB: Yes yes, I realize I skipped # 17. Things are ready when they are. This isn't work, there are no deadlines thankfully.)

I've circled back to this post after a long pause because it was daunting. But something has clicked in my brain, so I thought I'd churn it out.

Here are my thoughts on Concrete vs Abstract systems of Weight & Wealth. I will go through Original Rules, Concrete Rules & Reasoning, Abstract Rules & Reasoning, and finally define When To Use them and suggest Other Effects.


1 ORIGINAL RULES


Famously, the old Stormbringer rules had nothing about carrying weight. Players were on an honour system.

As for wealth, there was starting wealth based on character background, stretching from Nobles all the way down to peasant Farmers. There was also a catalogue of things to buy, but nothing on living costs, quality of items, etc.

Let's try to connect these things in useful or interesting ways.


2 WHEN TO USE CONCRETE VS ABSTRACT WEIGHT & WEALTH


As noted earlier, I think the implementation of 2 styles of play, Pulp vs Saga, would make gaming more enjoyable. Each of these dictate different rules to help emulate the feel of their source material.


PULP PLAY = CONCRETE RULES, ELRIC!

Pulp is when you want to hack and slash through the Young Kingdoms. In this mode, player characters need to face limits, and thus Concrete Wealth and Weight are natural choices. Just like Moonglum in the Elric books, characters are more concerned with actual coin than abstractions, and thus limiting how much they can carry feeds into this aesthetic. The Elric! game also limits the characters to humans, and so is firmly in this camp.


SAGA PLAY = ABSTRACT RULES, STORMBRINGER

Saga play is when characters strive for higher ideals, fighting for a cause, opposing the gods themselves, even if it means destroying worlds. In this case, stopping to count coins in their purse or bank vault seems counter productive. Although Stormbringer toys with this idea of a higher struggle, especially with its Elan and Agent rules, there are no clear rules underpinning this aesthetic.


3 CONCRETE RULES EXAMPLES


WEIGHT

For weight, you can use the encumbrance rules I proposed (HERE), or something from a Chaosium product. This will make players more wary of the gear they choose and any treasure they pick up.

WEALTH

Likewise, the starting wealth and price lists are useful. However, we could add levels of wealth & living costs to give some connective tissue. Here is my previous stab at it.


SOCIAL RANK                        CURRENCY               REAL WORLD

Melnibonean Imperial               Melnibonean Wheel      500, 000 dollars

Melnibonean Nobles                   Silver Dragon (MA)      500 dollars

YK Royalty                                  Large Gold (LG)          100 dollars

YK Nobles                                   Small Gold (SG)          50 dollars

Clergy                                           Large Silver (LS)          10 dollars

Urbanites (Merchants, Rogues)      Small Silver (SS)          5 dollars

Rural Folk (Hunters, Farmers)      Large Bronze (LB)          1 dollar

Dispossessed (Beggars)                  Small Bronze (SB)          ½ dollar


STARTING WEALTH

Starting wealth could thus be calculated in the currency of the social rank. For example, according to the 4E rules, a Young Kingdom noble would 100 x 1D100 LB, and a Hunter with 1D100 LB. You could either keep this, which seems reasonable, or start all characters with 1D100 X INT of their currency to simplify things.


LIVING COSTS

One staple of pulp fiction is the constant need to go find treasure. Conan gets the rich at the end of a story, and is broke and needs to go adventuring again at the start of the next. Living costs help give this impetus for adventure.

If we make living costs 100 - INT in the requisite coins a month for all characters, this would give them a motivation to adventure and try to accumulate wealth. Small currency means characters live cheaply, large means ostentatiously. Note that even Melniboneans live using gold, because their currency is so rare and a result of exploitation that it can never be spent on mundane things. Instead, it is reinvested in keeping the status quo.

ITEM COSTS

The Stormbringer item price list is very limited, as is Elric! By extrapolating costs based on the currency suggested above, we open up the game to an interpretive economics that enriches the whole experience.

For example, a Riding Horse is listed as 100 LB in Stormbringer. Moving up or down the social ranking, we get very different 

SOCIAL RANK                        CURRENCY               REAL WORLD

Melnibonean Imperial               Melnibonean Wheel      A fine dragon with ornate palanquin

Melnibonean Nobles                   Silver Dragon (MA)      A young dragon with simple saddle

YK Royalty                                  Large Gold (LG)          A trained & intelligent warhorse plus retinue

YK Nobles                                   Small Gold (SG)          A fine, fast steed with a pair of mounted guards

Clergy                                           Large Silver (LS)          A thoroughbred trotter

Urbanites (Merchants, Rogues)      Small Silver (SS)          A gentle city trained mount

Rural Folk (Hunters, Farmers)      Large Bronze (LB)          A rough riding horse

Dispossessed (Beggars)                  Small Bronze (SB)          Broken nag a fortnight from the glue factory

The same range of prices and qualities can be extrapolated for all items on the list through discussion between GM and players.

WEALTH GAP

Note that poorer characters should never be allowed to 'piggy back' off the wealth of others. Pulp worlds are dog eat dog, so any rich Noble character would have to pay poorer characters in their retinue, while poorer characters would be constantly forced to work or adventure to make ends meet.


4 ABSTRACT RULES


WEIGHT

If we want to step away from the bookkeeping to focus on story, we can tie encumbrance to character occupation. First, we can link carryable arms & armor:

Warriors - Any armor and shield, up to 3 weapons (usually one main, a side, and one ranged)
Soft urbanites - One side arm (ie boot dagger or cudgel), with one more when prepared for battle. Can only use soft armor and small shields (target, buckler).
Hardy countryfolk - One side and main weapon (usually bow), plus one extra when prepared for battle. Can use any armor except full plate, and up to medium shields (target to heater).

For other objects, common sense judgments of weather it is light (no penalty), carryable (fills arms and slows movements), or draggable (so heavy can only be dragged slowly with character exhausted afterwards).

WEALTH

Similarly, we can do away with number of coins and simply use the following descriptors for any equipment or services the character uses.


SOCIAL RANK                       CURRENCY                       LUXURY DESCRIPTOR

Melnibonean Imperial               Melnibonean Wheel          Decadent

Melnibonean Nobles                   Silver Dragon (MA)          Opulent

YK Royalty                               Large Gold (LG)                  Magnificent

YK Nobles                                 Small Gold (SG)                  Ornate

Clergy                                           Large Silver (LS)              Distinguished

Urbanites (Merchants, Rogues)      Small Silver (SS)             Clean, proper

Rural Folk (Hunters, Farmers)      Large Bronze (LB)              Rustic, sturdy

Dispossessed (Beggars)                   Small Bronze (SB)          Squalorous, unhealthy

STARTING WEALTH

Here we do away with costs, and simply decide what a character would have based on their Social Rank. In my playtest last year, we had a Melnibonean noble high priest, who started with a mystical yacht made of strange alloys by lost ancient craftsmanship. His companions were various YK folk, such as a Weeping Waste warrior who had arms, armour, a pony, and naught else.

LIVING & ITEM COSTS & ACCESS

Once again, abstraction does away with all price lists, and characters get the item quality they can afford. The Melnibonean high priest would usually have opulent meals in Imrryr, but would have to settle for lower fare while traveling in the Young Kingdoms. The Weeping Waster would be satisfied with rustic food, such as tartar steak seasoned under his saddle and cooked by his horse's bodyheat.


4 OTHER EFFECTS


One other effect of choosing Pulp vs Saga play is whether the Allegiances system should be used. But this is a tale for a different time.

Tuesday, February 1, 2022

Stormbringer Redux # 6 - Encumbrance & Income

The lack of an Encumbrance system and the lackluster currency & price list of Stormbringer were always a bit of a turn off when I ran the game back in the day. In this post, I’ll propose a simple yet robust system for carrying objects, and punch up the coinage by adding a social class-based wealth system. Once again, my aim is to make simple rules that support gameplay.

 

 

ENCUMBERANCE & MONEY

 

The lack of an Encumbrance system was one thing that rankled my old D&D group when I ran the game. One player, upon learning about the chance of a weapon breaking on a fumble in combat, decided to carry around 10 longswords. “There’s no rule against it” he retorted.

 

Sigh.

 

Rereading the Elric novels, Elric’s strength and how much he can carry does become an issue at times, so I think an Encumbrance system should enhance the game.

 

Originally, I had made an Encumbrance system for use with Call of Cthulhu (available HERE), and thought about polishing that up. However, I found a hidden Encumbrance system already in Stormbringer, and thought I would elaborate that.

 

 

Stormbringer’s Hidden Encumbrance System

 

In the section on demons, there is this rule about demons and weapon size:

 

“Putting points into SIZ establishes the size of the weapon. One point means a dagger-sized weapon, 2 points  gives a broadsword or battle ax size, and 3 points is needed for a greatsword.”

 

It is possible I filched this subconsciously for my encumbrance rules, as the scales are very similar. Regardless, here it is adapted and expanded for Stormbringer.

 

Encumbrance System

 

The weight and heft of items you carry is measured in encumbrance, contracted as ENC. You can carry a number of ENC points equal to your character’s Strength (STR). For every point that ENC exceeds STR, you lose 1 point of movement (MOV, normally 8 for humans according to the rules).

 

For example, if you have STR 14 but are carrying 16 ENC in items, your MOV is reduced by 2 (16-14=2), so your effective MOV become 6 (8-2=6). This can be deadly when running from a fight.

 

The ENC values for different items are as below:

 

 

Weapons

1 ENC One handed, small or light (dagger, hatchet, short sword, light mace / sling etc)

2 ENC One handed, long or heavy (other swords, cudgel / self bow etc) 

3 ENC Two-handed (greatsword, heavy mace, Sea Axe etc / Desert or Bone bow etc)

4 ENC Polearms (quarterstaff, pike etc)

The GM and players should decide exotic or new weapons using these rules as a guide.

 

Armor

1 ENC Cloth (new, 1d4-1 for heavy clothes)

2 ENC Leather

4 ENC Barbarian or ½ plate

6 ENC Full plate with helm (5 ENC without)

The GM and players should decide exotic or new armor types using these rules as a guide.

 

Shields

1 ENC Buckler

2 ENC Target

3 ENC Heater

4 ENC Tower

The GM and players should decide exotic or new shield types using these rules as a guide.

 

Objects

These are for objects held in the hand(s). Besides weight, this means the hand(s) cannot be used for anything else while carrying. The examples include a light source / a scholarly object / a liquid container / a solid container / a tool / a piece of furniture / and a musical instrument for each category.

 

1 ENC One handed, light

Torch / scroll / bottle / jewel case / chisel / stool / flute

2 ENC One handed, heavy

Lantern / book / full jug or pot / toolbox / mallet / chair / lute

4 ENC Two handed, heavy

 Brazier / lectern / barrel / trunk or lockbox / workbench / bench / cello

8 ENC Two handed, unwieldy

Stone lantern / empty bookshelf / cauldron / chest or safe / anvil / divan / harp

 

Example

If we take the sample PC Merak Gren from the old rulebook, he has a STR of 14, and carries a Desert Bow (3 ENC), Sea Ax (3 ENC), broadsword, (2 ENC) dagger, (1 ENC) and Plate armor (6 ENC) for a total of 15 ENC. This means he is geared for battle but moves at MOV of 7. Maybe he’d better leave some of that with his horse…


NOTE: 

1) Tiny or Ultra Light Objects 

Tiny or ultra light objects  (ie coins) count as 1 ENC for every number of the object held equal to the STR score. For instance, if you have 15 STR, you can hold up to 15 coins at no ENC cost, but 1 ENC from 

 

2) Huge or ultra heavy

For huge or ultra heavy things (ie a piano, a casket, a bed) the PC can only drag them around at MOV 1. Up to 3 other people can help move the object, each adding 1 MOV to its speed.

 

3) Immovable Objects

These cannot be moved. Trust me, a player will ask…

 

4) Containers

When objects are stowed away in containers, they are counted as half ENC. If you have STR 15, 15 coins in your hand count as one ENC, but 30 coins if put in a purse.

 

Above all, use common sense and fairplay when deciding on encumbrance not covered by these rules.

 

 

WEALTH & SOCIAL CLASS

 

Money is usually something I handwave in Basic Roleplaying (BRP) games, such as Call of Cthulhu. However, Stormbringer is after all a pulp game, and so the lust for wealth is a huge part of the genre. When Elric and Moonglum inadvertently destroy the Dead Gods’ Book, they still scrabble for the jewels that encrusted it, "each one worth a fortune"


 

As will be explained in a forthcoming section on Professions & Skills, different professions can make income at a rate equal to their intelligence (INT) per month.

 

Note that this introduces inequality into the game, but that also fits well with Moorcock’s fiction, in which beggars and kings fight over their different corners of the Young Kingdoms.

 

 

RANK                                                 CURRENCY                          REAL WORLD         

 

Melnibonean Imperial                         Melnibonean Wheel               500, 000 dollars       

Melnibonean Nobles                           Silver Dragon (MA)               500 dollars                

YK Royalty                                         Large Gold (LG)                     100 dollars                

YK Nobles                                          Small Gold (SG)                     50 dollars        

Clergy                                                 Large Silver (LS)                   10 dollars                

Urbanites (ie Merchants, Rogues)      Small Silver (SS)                    5 dollars                        

Rural Folk (ie Hunters, Farmers)        Large Bronze (LB)                 1 dollar                   

Dispossessed (ie Beggars)                  Small Bronze (SB)                 ½ dollar                   

 

In this system, a Beggar of INT 10 makes a paltry $5 a month, a cleric of the same intelligence would make $100 (but have room & board covered by the church), and a Melnibonean noble would rake in $5000, mostly in trade and investments. This inequality gives characters of lower social status a motivation  to adventure in the hopes of gaining wealth and increasing their status. It also explains why characters of differing social levels to adventure together - the higher ranked employ the lower. This adds a pragmatic angle to character relations that encourages roleplaying through negotiation of risk and reward.

 

 

NOTES

Dispossessed – Of course, this is not enough to live on, so these folk turn to crime or scams by necessity. A dispossessed person could impersonate a higher class to make more income, but would be vilified or imprisoned if found out.

Rural Folk – This represents the money they can save, but most live largely for free off the land.

Urbanites – If they don’t work, they lose 10% of their savings per month. City life isn’t cheap.

Clergy – Clerics generally have room and board covered by their church, but only make money when performing their duties.

Nobles –  Nobles have all types of legacy investments and savings, and thus working for them has a more leisurely meaning.

Royalty – Although their income may seem exorbitant, this represents the money they take in as head of state, and so much of it is poured back into the state coffers and infrastructure. A head of state absconding with this total amount would bankrupt his nation and be both reviled and hunted.