I’ve spent a little time jamming together my fantasy PbtA concept lately and I’m generally content with the shape of it, but I can’t quite figure out how I want money to work.
We could just work with a straight up coin system, either partially abstracted like Dungeon World or fully abstracted in more of a Blades type way, but I like the idea of making Wealth an attribute or turning it into a stress track, which I’ve seen done in a few Fate games. The trouble is that I can’t quite figure out how to make it fun, and that may be slightly because I don’t have a clear picture of what I want it to mean in the game.
The game is heavily narrative-lead and the genre leans towards epic fantasy. I want player characters to be able to start out in peasantry, privilege, or anywhere in between. and for the game to play out in a way that reflects and emphasises that difference. I’m definitely more interested in the order-of-magnitude price of things than deciding the optimal way of spending 11 coins, but I feel like characters being able to win and lose money, fall into debt and find their way to wealth is interesting and contributes to the kind of stories we want to tell. At the same time being able to buy new equipment and replace broken gear is part of the story. I don’t know that these goals can all be lined up, and it may be that honestly the idea of just having coin is a natural answer, but I’d appreciate any insights you all have on this.