>scifi: Credits >Fantasy: GoldCan we do better?
>caveman $kins to Medieval $ilver pence to US dollar$ to intergalactic credit$GURPSchads win again
The alternative is a made up currency, since they're all arbitrary artificial units.If you want to be "realistic" in a Medieval setting, there should be an absurd number of currencies since there's no central state standardization of the money supply, and any town or noble with a mint can make their own.A similar situation could hypothetically happen in a setting with multiple planets/space stations, where every single planet has their own local currency that fluctuates in value relative to every other planet's currency.
>>98691217Sure, but most of the time it's not worth it. Some games may be improved by a more detailed and thought out take on currency, or just more imaginative name for currency, but for most games it just doesn't matter all that much.
>>98691223>and any town or noble with a mint can make their own.Well, minting coin was fairly often seen as a thing kings did, and so anyone else doing it could be a pretty direct challenge to royal authority.But with kingdoms often also being quite small we can still have a staggering array of currencies. Making it even worse, since it was the metal value that really set the coin's value the exchange rate between coins of different metals but form the same country could fluctuate (so if the local gold mine dried up a while ago one gold coin might have gone from being worth about 90 copper coins to 130 copper coins, though if you travel three hundred miles away it'll be 115). And with debasement also being a factor a gold coin from Wherveerland minted this year might only be worth three quarters of "the same" coin minter ten years ago, which any given merchant may or may not be aware of.
>>98691217>>>/biz/
>>98691217>in a piece of speculative fictionSure. There’s a lot of room for economic considerations to underpin conflicts in any type of setting—whether it’s a smaller state attempting to resist the influence of a larger one by stubbornly insisting on its own currency or a conspiracy being revealed by the currency in which certain mercenaries are being paid.>in a tabletop gameThat depends on how autistic your players are and the exact form that their autism takes. Introducing that kind of friction into the acquisition and disposition of loot can be pretty frustrating for players who are less interested in the spreadsheet side of games. I’ve seen more than a few cases in which a setting proposes a more realistic approach to currencies, only for the mechanics to immediately handwave it into a single “money” number that means the players never bother learning the currencies to begin with.
>>98691217Why?
>>98691217Can you define the parameters for "better"?
Don't fix what ain't broken
>>98691217Do we NEED to do better?
>>98691221no antiquity $olidus?
>>98691306kek
>>98691217You gotta have your own trademark thing. Like Oolongs. That's a classic now. There's a system I know of with a whole music theme to the setting that uses "notes", which is kind of fun. Bits is a fun scifi currency name, but more of a slang. I'd say use it for fractions of a credit. Hell make it like bitcoins. A full CREDIT is a fuck ton of money, bits of a credit are what people use.Cyberpunk has it right. Americans using "eurodollars" tells you half the game's lore in an instant. And then the slang for them, eddies, is good. You need slang for your currencies.You can use copper, silver, and gold and just give them a local name for a specific currency, have them shaped and stamped, a local king on some of them. For fantasy people need to use beads more. Precious metals or rare gems and stones weighted, stamped after a certain size, and kept on strings. That would be fun. Maybe there's a neighboring region with coins who put holes in the center. For a quest from a traveller they pay you in a foreign currency. So your player shows up to the shop saying "I have ten boggles and three Serastillion silver." Maybe the shopkeeper doesn't trust one currency and you gotta convince him it's fine. Or he wants to weigh the silver because that kingdom isn't doing so well and everyone knows there's little actual silver in the coins so they're not worth as much on their own. This is all flavor. And flavor is free. So it's up to you, the GM, to DO BETTER.
>>98691531Also, or (cont.) I guess, since I'm apparently not done rambling,You know that scene from the beginning of Mandalorian (you know when it was good), where he's paid in a currency he doesn't like, then has trouble using it, has to barter to be paid in something else? That's how you have flavor in a setting.Some far off backwater, they still have old empire money no one trusts, there's a new currency from the new power no one trusts, and then there's random local currencies which outside of their own economies no one really trusts. Think of the trope in some westerns where someone is offered a lot of money and it turns out to be confederate paper bills. Absolutely worthless paper. They aren't offering a fortune for the task, they're trying to get rid of the paper. Someone once paid me in a canadian silver dollar when I was in high school. They legally could not do that, but I thought it was neat and traded my own dollar into the register to keep the loonie. I should have called the lady out, she specifically opened a plastic bag to pull the coin out, knowing it wasn't legal to use for fast food, but she was clearly trying to get rid of some old coins by tickling them into purchases.
>>98691221>Ancient Rome: $alt rations>Age of Sails: golden doubloon$>pre-civil war US: nigger$the patten fits
>>98691217>Can we do better?No.
>>98691531Don't forget precious metal arm bands.
the reason why everyone uses gold is simple: nobody wants to start every session lining up at the forex to turn your wampums into buckskins just to do the necessary bother of buying junkand even if you did, you could just handwave it away by simply increasing prices at the towns vendor and telling the party "due to foreign exchange rates, everything in this town costs slightly more due to the commission rates charged by money exchangers" and everyone at the table will all nod their head and agree, because unless you intend to spend 30 minutes of your session watching the players argue and barter with merchants then you just speed things along
>>98691664 Really if you're in a society of 'copper, silver, gold' you are either going straight for the value of the metals or the coins are impure but minted currency so people trust the value by knowing just how impire they are. But then why aren't your dungeon crawling heroes coming back with loot in the form of jewelry they need to pawn off? Not sure that's what you're referring to, but any dynamic mix of valuables being collected and traded makes your setting feel more real. Defaulting to the DnD currencies just makes people think of it like a videogame currency and not physical coins their character is carrying.
>>98691694you're applying a modern perspective to it. Your players go into a dungeon and come back with ancient gold coins. Above ground the local currency of 'gold coins' are only like 20% gold, but they're minted with the king's face, so everyone knows they're exactly that much. But you bring those gold coins of yours to a shopkeeper and they would trade for precious things like a modern pawn shop would. They'd actually barter. The local coins are just a convenience but trading goods and precious metals and stones isn't an alien or difficult thing. It's entirely up to that shopkeeper how valuable he thinks the things are, maybe after weighing them. It's up to the players to then barter. Just an hour ago that same shopkeeper let a woman buy some imported fabrics by trading a bucket of beeswax. You don't need to give a shit for "foreign exchange rates" or money exchanges. You the GM roleplay a shopkeeper and they roleplay a person bartering with the shopkeeper. If they have a shit ton of junk to pawn off like they're in a bethesda game, then that's your bad as a GM not telling them to be reasonable about how much their character carries, and how many identical broken shovels any shopkeeper will buy.
>>98691225>>98691250>>98691257>>98691276>>98691306NTA but literally just find a word other than credits. Nothing else.Just change the word.
>>98691217It's not generalisable but I'm pretty happy with Scars. tldr is the setting's tech runs on Eldritch AI and fragmented mind uploads are fed into them both as a means of inputting data and keeping the things too occupied by novelty to breach containment. All sufficiently advanced tech requires continuous AI input, starships especially.As such the same dudes facilitating interstellar trade have an insatiable desire for novel mins uploads so their infrastructure doesn't go critical. Worlds learn to create stockpiles both to fuel their own AI-made Clarketech and pay off traders (who are otherwise liable to abduct and brainscape, not a good look).Scars derives from "samskara", a Hindu concept similar to Scientology's Engrams (units of "imprinted" experience). There's also a (possibly accurate) folk belief that niche trauma is most effective at sating AIs. These aren't quite fungible but generally speaking most transactions can be converted into an equivalent value. They're also single credits rather than indefinitely-copied info because the novelty is what gives them value, some caches remix their coffers with already sold (and so already "consumed" somewhere) uploads. This is analogous to debasing the currency and will royally piss of traders when they find out (which they often do, having AI capable of sampling fresh batches). Few sane brokers are willing to risk this.>>98691589Huh. $cars, adn't even considered that. Thanks.>>98691225I think there's enough weirdness to constantly spending and the "minting" method to give it some relevance but then I'm completely biased. Good point overall.>>98691250Perhaps a good compromise is a "have money" skill where you roll to see whether a given purchase puts you under financial stress. There could be modifiers to the roll (persuasion for haggling, subterfuge for counterfeiting, lore for currency conversion). Probably still only relevant for trade or looting centric games though.
>>98692079I wouldn't use a dollar sign for anything not called a dollar, it would confuse players more, but it's fun to draw your own symbol for a custom currency. Even if it's just "draw a line through a different letter". Draw it on the character sheets, or if you're using a VTT upload a graphic for it onto their sheets. If you're using something like discord significantly then add the symbol as an emoji to the channel. Have some fun making something distinct for the setting. Players get weirdly more excited for obtaining fake money when it looks like something new to them.
>>98692062There are dictionaries full of other words. What would make one of these other words better? What advantage do you hope it would have?
>>98691217For fantasy, banknotes are pretty reasonable. Chinese were using paper money in the 11th Century (before then they had promissory notes, but then so did Europe).Also don't forget that you can name coins. Marks, pounds, Joachimsthalers, Guineas, denarii, florins...For scifi, you can also give names (and here you can be even weirder, like the French franc). You can make a point about each nation having its own fiat currency and barter or precious resources being used as a medium of exchange.Maybe the Earth system uses the dollar while the Alpha Centauri system uses the centauri, but smugglers tend to pay each other in palladium.
>>98692130honestly things can be renamed to anything setting specific, but just an ounce of thought to why a currency is used, who supports it, and how strictly its value is followed can add a lot of depth to a setting.
>>98691217>sci fi: kilopascals>fantasy: funtThere you go.
I once played a super edgy setting where the currency was human blood
>>98691531It is indeed cheap and easy immersion. Just don't go overboard and make it a slog unless players have a similar strain of autism.>>98691569Nice twist for genres where "get paid" can be the whole of character motivation. Probably best to signpost this kind of dickery in advance though and have player buy-in otherwise players can feel cheated and resort to time wasting paranoia in future.>>98692119Decent point though at the scales PCs are interacting with it wealth is mostly abstracted in any case. They're merchant princes by default (a functional starship is incomparable capital). I just think the accidental possibility of $ as an at the table abbreviation is neat. This is far future so it's unlikely they'd be speaking or writing in English except for convenience's sake. >>98692119 is a nice idea but I probably suck at design too much to cook up anything compelling.No mechanical need to track of individual units of currency anyway. Currently I default to running in Diaspora for its "cultural combat" rules. It has an individual "buy stuff" skill and "trade" stat for ship upkeep. The former reflects integration with the ship's AI (it can trivially manipulate markets, whether it "wants" to depends on how much of its composite pseudo-self is made of your uploads) while the latter is how quickly it burns through Scar stockpiles (if you're only ever a few steps away from meltdown you have less leverage to bargain) with temporary modifiers to both as reflects the fiction.>>98692226Because vampires, ritual reagent or what?
>>98692240>Nice twist for genres where "get paid" can be the whole of character motivation. Probably best to signpost this kind of dickery in advance though and have player buy-in otherwise players can feel cheated and resort to time wasting paranoia in future.Well it can and has been the motivation for whole movies before, so it becomes an extension of the quest. For example:>party takes a job of finding thing for guy who is offering a lot of money>the guy tries to pay in worthless currency he's just looking to offload>he is now the big bad and the mission is to get what you're owed or get revengeThat is a whole campaign on its own.
>>98692240vampiresimagine Innistrad, but the vampires have consolidated military and political power enough to become the dominant raceit was homebrewed by my dm, it was edgy but funI found interesting how the humans there were treated in a meritocratic way: they were taken care of by a government institution until 16 years old; if they showed particularly excellent qualities, they were turned into vampires; if they were mundane they were turned into non-fanged citizens actually able to live their lives in a segregated yet well kept zone in exchange for monthly blood tributes; rebels and failures were pseudolobotomized and turned into "living ghouls": mindless slaves that could still be harvested regularly for bloodnaturally, all humans property is strictly controlled by the vampire state; unauthorized human farming or draining is highly illegal
>>98692240Designing currency symbols is easy because our modern language of what they look like really is just "put some lines through another symbol". $, €, ¥, ₹, £ all come from the same tradition of "there's a normal letter but the strikethrough denotes that it's a currency". So pick a letter and cross through it. Maybe invent a letter or character and strike through it. Your players will recognize it as a symbol for currency.
>>98691217Fantasy doesn't always use gold, I've seen tons of both space fantasy and futuristic fantasy that use credits.
In good fantasy settings you don’t rely on just gold, you can also utilize stuff that society actually needs and can be used, like magical water.
>>98691217The majority of players are not interested in currency. The complexity added doesn't usually translate into added fun. Personally I do like currency, but due to the fact above I try to make it a small bit of flavor instead of a game mechanic or lore that the players must know about. Mostly I stick to the 10 silver coins to a gold convention, and if the players arrive in another land or find coinage from a different age I simply describe what its like before telling them the standard value. "As you sell your surplus wares to the local shopkeep, you notice the gold coins he gives you are nearly twice as big as the guilders you are used to. On one side it's stamped with some sort of heraldry in the shape of a diamond with a dragon in the middle. The obverse shows a series of runes in a circular band around a flower motif. You gain 48 gold worth of foreign coins." And they write down "48 gold" on their inventory sheet, while I had a chance to foreshadow the royal seal of the local petty king.
>>98692365Or like a bucket full of lard. You got it as a reward for saving a farmer's daughter. The shopkeeper will trade it for that map you wanted from him.
>>98692405>currency>adds complexityAre you a retard?
>fantasy: shekels>scifi: neo-shekels
>>98692456do you ever do anything for fun or is pointless shitposting your life's work?
>>98692306Nice, reminds me of a thing I saw where Christianity had been hijacked by vampires. Similar to yours but more theocratic, the "this is my blood" aspect of communion was far more literal. Now that I think of it indulgences paid in blood and the monastic habit of "winery" would map on well too (in your DM's case the church need not be vampiric but they'd make for cool quislings).>>98692365Commodities are a funny thing. Precious metals are a go-to because they're prised enough to be worth exchange without being immediately useful enough that people are going to use up a lot of circulating currency in day to day life. The only saving grace of Scars' constant depletion is that fact that more are constantly entering circulation.>>98692454I think he means "multiple types" or generally exploring it in detail.>>98692343Closest thing I have is trefoil knot that's the hazard symbol for memetic threats, it's also the emblem of the state (they were a meltdown response org whose triage efforts grew to encompass all of humanity when the singularity went sour). As the secular origins have been mythologised to represent things like the strange loops of consciousness a single line in an inverted teardrop shape broken where the point would be could work. This is because uploads are only ever partial and a single Scar can never "close the loop" to consciousness. They must be collaged into rapidly-decaying frankenminds for that but I digress. Main thing is that the players have a lot of weirdness thrown at them so any familiarity might be welcome. Having thought about the above though it has a nice symmetry with trefoil's origin as utilitarian symbol turned into something else. The Scar teardrop would've been scientist's shorthand for the amount of partial-people fed into the furnace long before that process became the foundation of interstellar commerce.
>>98691429It's in there somewhere. Probably Low-Tech.
>>98692517>I think he means "multiple types" or generally exploring it in detail.Still doesn't add complexity.
>>98692732Yes it does? The main difference between one system or style of play and another is what it chooses to focus on vs what it chooses to gloss over. A group interested in tactical battles to the exclusion of all else might not care for commerce beyond a quick and painless means to unload loot and upgrade gear before getting back to "real adventuring" in the dungeon. Robust coinage worldbuilding and mechanics would be wasted effort at best or actively get in the way at worst. Sometimes less is more.>>98692301Agreed, I just know that as a player I'm meticulously risk-averse enough as is. Sometimes when I see a plot hook I'll just go for it to make the GMs life easier, it's possible to bog down play and optimise fun out of the experience otherwise. Played a nice one where we were deeply indebted yet left in possession of red-hit goods. Had to pass up the payout and ended up in deeper debt but it was the right choice, the next guys to have the treasure got nuked.
>>98691217>Can we do better?>scifi: CreditsYes>Fantasy: GoldNo
>>98691217I liked The Forever War having a mostly-useless currency in 'calories' as Earth's economy collapses due to overpopulation. I stole it for my own use.
What would the best currency to use for an intergalactic civilization considering that resource scarcity would largely not exist?
>>98691217>make realistic currency in your fantsy game>every kingdom has their own coinage>ever age has their own coinage>it's value is based on the weight of material>some is just representative money>players have to keep track how much they have of what>some coins are outright rejected or valued less>banks and moneychangers always take cutsYeah, I take generic gold coins, thank you.
>>98692957Social credit score
>>98692957Don't. You fuckers are post-scarcity. There is no more money.For things like specialized services that are extraordinary or unusual materials, you revert to barter.
>>98693104>See salt is bad because>pours entire salt shaker onto potatoes>takes a bite and throws up>no thanks I'll take my food without any salt at allWhy do you even respond to threads if you're this uninteresting.
>>98692821What retarded players can't or choose not to process doesn't equate to complexity.It's so simple that you can base the entire fantasy world's currency off of the worth of a common copper.If you need further explanation, I can provide it, but I should hope you have the basic elementary mathematics skills to figure it out yourself.
>>98694685Who are you quoting?
>>98691217You could use pieces of wood as a currency/holder of value.
>>98691960>You the GM roleplay a shopkeeper and they roleplay a person bartering with the shopkeeper.the shopkeeper doesnt recognize the coins your character hastherefore all prices at this shop are increased by 20% to represent thatits that simple
>>98695902>pushes up glasses and tips fedora down>we you see I counter your reasonable example by making it precisely 57.4% more autistic!
>create straw man>try to set it on fire>it does not burn>declare it a winning argument anyway
>>98695941>>we you see I counter your reasonable example by making it precisely 57.4% more autistic!how is it more autistic?if people in town dont trust your money, then bump up prices and tell your party its because of untrusted moneythe exact percentage doesnt matter, 20% was just a good off-the-cuff number used in older DnD modules because its large enough for the players to care but not so large that they wouldnt actually be unable to buy anything
What would a /tg/ themed silver coin look like
>>98693104gold coins in ADnD were just a broad representation of valueit was just assumed your players dont care about what type of coin they find and shopkeepers only care about the amount of gold inside the coin and not the coin itselftwo kingdoms did not have the exact same gold coin, its just that your players probably didnt care about the differences and only cared about how much they could buy with itso modules would say "you find X amount of coins worth Y amount of gold" thereby acknowledging that other coinages exist but not getting bogged down by autism and just skipping straight to the practical aspect
>>98692517>The only saving grace of Scars' constant depletion is that fact that more are constantly entering circulation.So, like Ork teef in 40k. They decay, but if you need some cash, just find a nearest git smaller than yerself and punch him in the face. They'll eventually grow back.
>>98692957energy-based economyonce the actual materials are no longer a concern, then the only value an object will have is the amount of energy expended to produce itso a gold necklace will only be valued by how much time and effort the jeweller spends to make it, and ignoring or only applying a flat value for the material costif a super computer and hyper advanced 3D printer can produce the design and finished product in seconds, then the customer might only pay for the power needed to run both of thoseif teleportation doesnt exist, then material cost might still be relevant for the purposes of interplanetary logisticseven if gold is functionally infinite due to harvesting kryptons planetary core, if transport to other planets is limited by some amount of time and not instant, then local scarcity can still existif a warehouse only holds X tons of gold at a time and a shipment of gold takes Y weeks, but people want 2X gold at this moment then you would see an increase in prices to reduce demand
>>98696111Minting is a bit more involved but essentially yes. Going bankrupt can also be a death sentence.>>98696031Sorry display innit?>>98696128Energy is perhaps the wrong word since it brings power to mind and a galactic civ is drowning in stars. Perhaps "labour" is what you're after.
>>98692358gold makes sense for fantasy settings because gold is uniquely useful as a store of value, because its rare, pretty, extremely fungible, and hard to counterfeitcredits, on the other hand, make zero sense as a unit of currency because modern banking institutions use credits as a term to refer to something alreadyit would get needlessly confusing for futuristic customers to credit credits on their credit card
>>98696061wow news travels fast, how quickly are these townsfolk texting each other a unanimous agreement to give an exact 20% price increase? Some of these people aren't even literate. This merchant who is used to local farmers making purchases using carrots is totally going to be reacting like that.
>>98696157>Perhaps "labour" is what you're afterit would include human-energy like laborbut the largest amount of energy expended would be electrical or chemical energy, depending on what the futuristic power source isif matter-replicators exist, that convert power to matter directly, then it would literally just mean how much electricity is used by the machine to produce a certain amount of massbut even for old-fashioned manufacturing, then a spaceships value would simply be measured by how much power the shipyard expended to make it, because robots would make human labor a rounding error (but presumably consume power) and material amounts are no longer a concern (and only limited by the amount of energy produced to move it on-site)
>>98691429
>>98696182the exact percent increase is irrelevant and can be generated whatever way you want, 20% is just a nice number for the DM to useyou can make it 10,50, or 100% increase if thats more convenient for youbut the point is that you can just slap a markup on goods if you really care about foreign currency being untrusted (most players dont care)
>>98696162It doesn't matter if it makes sense, plenty of works of fantasy use credits. That's the bottom line.
>>98691217Scifi: bottlecaps.Fantasy: silver pesos.
>>98696214>slap a markup over the whole village like they just got word from corporate of the increasethat's the autism
>>98691239It was a challenge to royal authority, but it happened anyway.Feudalism is not a concentration of political power, but rather decentralization.
>>98696619>DM abstracts things to speed up parts of the game players don't care about>immediately try to argue that the abstraction is too abstractYou are the one with autism herePlayers dont care about exhanging coins for different coinsJust slap a mark up if anyone asks and call it a day, its eaiser for everyone Its not a number that was imposed on the shopkeeper by any higher power, its simply a gameism like all iron daggers costings 10gp and thats fine
>>98691217> Sci-Fi: Units of commodities like fuel.> Fantasy: Minted Coins.This means you could technically run Sci-Fi with Gold and Fantasy with Credits.
>>98696680it's not fine at all, gold for iron is ludicrous
>>98691531Yep. Having coins in fantasy/medieval settings be made of precious metals is fine, but you need a name for them, i.e. denarii, pounds, shilling, whatever the fuck you want, just don't call it the metal itself.In my Cyberpunk setting people have gone back to using physical currency and bartering systems because digital currency is so easily manipulated and erased that it's a completely unreliable form of tender, so everyone just uses old-ass prints of dollars apart from the elite who use their fiat dogshit and get high on their own supply, but are forced to use paper currency if they ever want to deal with the grubs beneath them.
>>98697089>, but you need a name for them, i.e. denarii, pounds, shilling, whatever the fuck you want, just don't call it the metal itself.gold coins might have a million different names for them but at the end of the day, your players will refer to them as simply gold pieces or gold coinsin fact, the more types of them they have at the moment the less likely they are to call them by the name of their currency
>>98697110>your players willno they won't. They fucking won't. You haven't done this, you aren't aware. If you give something like this a name of its own players get silly about it, they get attached, they get weird. Call them boogerbucks, players will want those boogs. Just by calling them something unique or different the players will have an urge to collect them. They want to say they have 20 boogies. They don't give a flying fuck about gold or silver but DOUBLOONS gets them fucking obsessed. \You saying this sounds like someone saying "oh if you make a female goblin pirate captain players won't care" as if they haven't already mentally adopted her the second you mentioned the combat encounter you expected them to kill her in. Don't just say this like you haven't seen how players react to shit. They go crazy for the novelty.
>>98697257>You haven't done this, you aren't awarei have, they just call them gold pieceswhen they have several different types of gold coins all with different names, they start calling them collectively just gold
>>98697263Anon. I don't a believe a single word you said. And I bet no one else would either. You're someone saying "I crashed my frozen fish truck into the cat cafe and the cats were super upset about the smell". It's the most fake sounding nonsense you could be saying here.No you never introduced multiple currencies. No you don't actually play games, much less GM. Of all the fake people on this board you are present.
>>98697274if we can just throw around slander, then its just as trivial to say you are the one who is full of crapI am simply telling you my experience across several players that they just default to gold and the more types of gold you give them the more they just start calling of them gold the only way to reliably get them to call gold by its name is to only have a single type of currency on them at a time, only a single type of coinbut thats just " we all use gold" with extra steps
>>98697274Not him but I introduced somewhat accurate Japanese currency for a GURPS game I briefly ran after watching all too many Zatoichi films. My players hated it and just told me to give the value in GURPS dollars
>>98697110This.>>98691217You know why we have every currency in every game as this one simple uniform thing with a super generic name?It's because 99% of players, maybe more, DO NOT CARE ABOUT MONEY. It is not interesting to them in the slightest. You need a very specific brand of autism to be deeply interested in money or trade or anything like that. Most people are less interested in money than they are in their own morning turds.
>>98696771>Units of commodities like fuel.Yeah but carrying a bunch of fuel on me is unrealistic. Can I offer you a promissory note that is honored by the government and equivalent to X units of fuel? Hmm, if only there was a word for such a concept....
>>98692062Why?
>>98697620https://en.wiktionary.org/wiki/verisimilitudeIt's an easy change that makes things feel much more real.
>>98697630How does changing credits to GLEEBGORBS increase versimilitude?
>>98692480he actually plays video game unlike you who clearly did not get the reference
>>98697630>verisimilitudethats just a buzzword used by realismfags to defend having selective realism
>>98691217>>scifi: Creditscredit on what? Is everyone trading debt? Should your credits generate interest?
>>98697760this has already been mentioned earlier in the thread, but credits are dumb from an out-of-universe position because it means your money shares a name with an already existing financial term that will likely cause confusionbut its an established trope in sci-fi and its been widely used in video games, books, and TTRPGs as the name of currency the reason its so widespread is because isaac asimov used imperial credits as the name of a currency system and asimov would go on to become one of the foundations of sci-fistar wars, for once, is not the culpritsince the OT mentions numbers without any named currency and it was mostly EU stuff that used credits at firstthe prequels would use the name credits explicitly by which point star wars was late to the party
>>98697642Unironically yes
>>98697976average player will just say that gleebgorbs sound stupid and ask if they can just call them creditsor even just space bucks
>>98697816>but credits are dumb from an out-of-universe position because it means your money shares a name with an already existing financial term that will likely cause confusionIf your players will ever care about finance at that level, you play very different games from me.
>>98697976I think you're just retarded then.>>98697979>ask ifNo, they'll just call them credits.
Banknotes should have birds on them.
>>98691217Scifi: Credits, Scrips, Euros, Dollars, Tokens, Hash, BitsFantasy: Gold, Silver, Copper, Thaler, Crowns, Gulds, Heller, Ducats, Dinar, Schekel, Hallah, Haler, Shilling, Kreutzer, Farthing, Ounces, Hacks, Bullions, Doubloons
>>98698422Ours did but only for a short stint.I still miss when the 20 had loons on it.
My favorite of the Sci-Fi currencies is Bolts, from Ratchet & Clank, even though it makes little sense for keeping deflation in check. It's at least a barter system and something universally needed in a technological system so I can wrap my head around it. One Sci-Fi currency concept I've always wanted to see is Calories (kCal) as money. The minimum wage is a bit over 2,000 Calories for a day of work, and the amount you earn could be traded for the same caloric value in food, or for other goods and services. High Calorie foods like cooking oil would be naturally scarcer in the future, unhealthy foods like crisps or cookies would be treated as the luxury it should be, sometimes you're left undereating for a day to buy something else you need, and big spending would be a constant reminder of how many people could be fed for such money/credit. As for fantasy stories, meh, I always just figured Gold?Silver/Copper was just easier to say than naming dozens of minted coins you'd have to make names for like Solari, Denarii, Galleons, Shekels, etc. It's such a meaningless detail and active detriment to gameplay if you need to realistically convert currencies every region you visit. There is always barter but that is not a currency at all. I suppose you could introduce Promissory Notes into your fantasy setting to get not-quite-paper currency, and maybe represent capitalist repression in Company Town (or Oligarchic) style areas where the people can't spend this money somewhere else and can't leave. That is some fairly easy to implement world building, more suited to maybe a wild west setting, and can easily show someone in charge with a tight grip on the populace.
>>98697646>tips fedora>reddit voice: it was a reference to a videogame you unculture swineso that's a no then?
>>98691217>Can we do better?Scifi: GoldFantasy: Credits
>>98691217Obviously, for a medieval fantasy setting each kingdom should produce its own currency with varying and fluctuating values depending on metal purity, size, etc. None should have a decimal-based fraction (ie instead of 1 Silver = 100 Copper, it's 1 Silver = 128 Copper) and gold coins should be so absurdly valuable they're only convenient to use in high-end trade among merchants and nobles. For added fun, introduce bartering, haggling, counterfeit coins, shaving metal off the edges, and currency speculation as a local kingdom needs to rapidly alter the silver content of its main currency. You should also encourage the party to get a loan from a usurer to fund their adventure.
>>98692062Corporate Approved Money, CoAM for short.
>>98701138>None should have a decimal-based fraction (ie instead of 1 Silver = 100 Copper, it's 1 Silver = 128 Copper)decimalization is for the benefit of the player because keeping 17 florins to a fuckwad gets old quicklyif players even bother with other denominations at all, if you hand them 10 silver they just auto-convert to 1 gold and then write that down
>>98697995GURPSchads and their finance games VGH>>98698422The only good new Euro note proposal
>>98691217Nah.A gold piece of a relatively standardized weight used across a region might be minted by any number of powers.And unless you want to do adventures in coin clipping with wacky ersatz Jews, it's best to treat gold pieces as interchangeable.I mean, do you really wanna track all your bullion coins by weight and purity?Credits are just universal digitized money.Call them bitcoins if you like, the effect is much the same; the assumption is that everybody in the future is wearing breathable skintight lycra onesies, so they don't have pockets for change anyway.
>>98691217Do we need to? Is your setting calling money Clangotrons instead of Credits more immersive or interesting in any meaningful sense?
>>98706243it is slightly more immersive, but not nearly enough to matter more than having an accepted term for sci-fi money that all the players already know via pop cultural osmosis
>>98703116Don't worry, conversion will only happen at guild-licensed and state-approved moneychangers, for a nominal fee. Of course this does mean that your silver coins would be impractical for small everyday purchases like room and board, so I hope you asked for at least part of your quest rewards in either copper or tradable goods.
>>98706301arguing about conversion rates and change is busywork only a small number of players find enjoyableunless your entire party is blessed with players who find that minutia fun, then you will just pay the DM-manual 1gold per day per party member for decent room and board regardless of where you are
>>98706380Sorry kid, but being a fantasy adventurer isn't some game where you talk about your feelings and sexual identity. It isn't even about killing the gnomes in the tavern's basement. It's about budgeting expenses, paying guild fees, and making sure the taxman gets his cut.
>>98706409>. It's about budgeting expenses, paying guild fees, and making sure the taxman gets his cut.in actual japanese DnD, where the adventurers guild comes from, it actually existed to handwave away all those questions not add to themthe guild implicitly takes their cut from all your rewards, so the gold you get paid at the end is already tax-deducted
>>98706428You'd hope so normally, but unfortunately the Guild has been neglecting to pay taxes in full due to ongoing wide-scale embezzlement, and now the tax collectors are pissed and going through the ledgers of every member in responseThe Audit Arc begins now.
>>986988471. Ratchet & Clank is definitely fantasy, you can tell just looking at it.2. You can easily do the kCal thing for a grimdark futuristic or space fantasy.
>>98691531>I'd say use it for fractions of a credit. >Hell make it like bitcoins. A full CREDIT is a fuck ton of money, bits of a credit are what people useYeah I use this for my sci-fi. Because everything is digital and everyone has an AI assistant to handle the busy work people worked out using micro transactions for things. They use fractions. Thousandths are for piddly daily transactions, hundredths and tenths are more significant and can actually buy equipment, single credits are highly valuable but average people can still mass them for wealth. Starships or houses might run you 50 to 100 credits so it's easier to keep track of the amounts but its still a lot of money, roughly $1000 to one credit with some wiggle room.
>>98706605Bruh
>>98691217Selling your soul directly to Mammon, instead of indirectly.
>>98691217Scifi: mWH. Or anyway, energy-equivalent based. Fantasy: I really loved Exalted's idea of an unique mineral, altough that does make sense in a centralized setting>>98701138>None should have a decimal-based fractionHolo would've known about the chinese.
>>98692062SlurmTickets
>>98691239>so if the local gold mine dried up a while ago one gold coin might have gone from being worth about 90 copper coins to 130 copper coins, though if you travel three hundred miles away it'll be 115)I'm reminded of gas prices. Except I guess you don't burn up Gold moving around.
>>98692062Butts. Never explain why.
>>98712113>Games of chance>Instantaenous apprehension of someones character to automatically determine if someone is worthy>just take shit,by force if need be "trade" is a completley alien concept a society of thugs and thieves
>>98691217I use gold as my fantasy currency. It's useful and conductive, a fine basis for a monetary system.
>>98706428adventure guilds create a lot more weird questions than they solvefor example, why the fuck are governments tolerating an extragovernmental organization that can field demigods however it wants
>>98712271>adventure guilds create a lot more weird questions than they solvethey solve all the ones directly related to the players actual game>for example, why the fuck are governments tolerating an extragovernmental organization that can field demigods however it wantsthis is the type of question that doesnt really bother the players unless you go out of your way to cinemasins the gameunless the adventure for the day involves going to a senate hearing about the legality of the guild (which the players will win at the end) then this is the kind of question that you can just shrug off because its not directly related to your adventures
>>98692079Could you talk about your setting more? I like the pitch.
>>98712289it doesn't come up at low level when your actions don't matter at that scale, but it becomes constant noise at mid and high level
>>98712307it will basically only come up once a session and only as a joke, because the players have all collectively agreed that what actually matters for the session is getting the kings royal backscratcher, which level 9 players might make light 4th-wall tapping jokes about how its way below their paygrade but they will still go through with the quest because thats what actually matters
>>98712271The Adventuring Guild has a known, historic policy of being politically neutral. They are nearly always older than the kingdoms and noble houses they are dealing with.The Adventuring Guild solves problems. It's a fantasy world of magic and mystery and terror and awe. Sure, the local lord's retainers and man-at-arms can and should handle bandits and wandering monsters, but what about the strange? Missing people who literally vanished in broad daylight in a public square? A crashed comet that sickens the land and spews forth a colour not known to mortal kind? A floating castle drifting in the breeze? People disappearing in the night, found days later with missing memory and signs of surgery on their spine?And of course, the Guild controls it's own form of currency: Guild Scrip.Contractors pay the Guild, who in turn deduct a few taxes and fees, then pay the victorious adventurer. Very often, the adventurer can instead choose take a portion of their payment in Scrip, at a higher ratio. The Guild in turn sells equipment and spells and training, and accepts Scrip at a 1:1 ratio with the common currency.In dire times, Guild Scrip is a most reliable currency, when petty kings can't be trusted.
>>98712271>for example, why the fuck are governments tolerating an extragovernmental organization that can field demigods however it wantsAdventuring guilds provide a combination of mercenary services and specialist work. While your average duke will have a number of knights in his service to handle the defense of his lands, he may rarely need someone with highly specific knowledge or skillsets for the specific tasks a fantasy setting may offer- exploring old and dangerous ruins, killing monsters, or recovering precious artifacts.There's nothing preventing said duke from hiring a favorite expert to be available on call, but at that point they may be either prohibitively expensive or negotiate very specific accommodations. It's sometimes better to just tell the Guild "I need X task done" and let them pick out the right group from their own stables.
>>98691217To be fair, most people don't care about currency in their settings. So gold, Credits, Dollars mean little outside of fun way of saying money. Only a few people would care if you added more than the basic in so better to leave it basic and focus on the story, art, tech, etc.
>>98713673>he may rarely need someone with highly specific knowledge or skillsets for the specific tasks a fantasy setting may offer- exploring old and dangerous ruins, killing monsters, or recovering precious artifacts.All of that can be done by his own random dudes who train to swing sticks in between guarding the town. Any actual special tasks that others can't do usually boil down to the court mage and the local priest. I don't think there's anything else.
>>98712113Schismatrix had a geishas move into banking with a currency backed by the exclusive attentions of elite courtesans.>>98712271They're not meant to be rigorous worldbuilding so much as an abstraction. A player enquiring further about the balance of military power within feudalism is less likely to be the kind who'd want their fenced loot explained / simplified away by a Guild in the first place.>>98712304Haha, you're opening Pandora's box mate! There's a long back and forth on /wbg/ if you're interested. In short I wanted to do "firm" SF STL interstellar traders a la Revelation Space. A big thing would be return trips taking decades with no FTL comms to allow for ongoing updates so every time you leave and return would be a roll of the dice as to local market trends.That seemed a little too passive so I tossed in psychohistoric prediction from Foundation and "preemptive memetic inception" like the Bene Gesserit's Missionaria Protectiva from Dune. It's not foolproof but now assessing likely developments and guiding them to their own ends made the time skips more interactive.Since I needed a reason the traders had access to mass mind control that could overcome local powers' efforts to curb I ended up tying memetic engineering to the capacity for cost-effective interstellar travel. A ratchet was now firmly in effect dragging further and further from hard SF into something strange I like to call "Psychopunk". Basically all advanced tech is derived from psychology (the -punk aspect comes next).
>>98714793(btw the notion of most tech indirectly relying on human mind uploads comes from the Quantum Thief series as do the fundamentally unknowable AI which I later generalised to the "soul")I call the whole thing "The Harder Problem" as the hard problem of consciousness https://en.wikipedia.org/wiki/Hard_problem_of_consciousnesshas been solved (turns out an eldritch sort of Cartesian dualism is true). The Harder Problem is that sufficiently advanced awareness is worse than fatal (people do not intuitively grasp this for to do so is to detonate, this is the solution to the Fermi Paradox).PCs are a caste of semi-disposable sanity check breaker fuses who have survived the outbreak of unrestricted memetic warfare with their faculties mostly intact. They now command the most powerful self-sufficient engines of war left around by default, unfortunately while the biggest bruisers around their worries are similarly grand. Systems are decaying due to planned obsolesce, forced interdependence and indirect memetic weapon exposure. All are doomed absent external interference as in desperation many will turn to building unchained AI, these will most likely go critical and remake the surrounding systems (including the PCs) in an orgy of madness before they burn out.Players try to stitch together local humanity as a matter of self-interest if nothing else. If you've any further questions perhaps we ought to move to /wbg/. It doesn't seem polite to turn this thread into more of a private loredump than I already have.Whole thing is intimately based around trade at least so while >>98713703 is correct any autist willing to engage might have a chance of caring about Scars and the like.
>>98691217whatdo you mean by better?
>>98692062why?
>>98691531no you don't
>>98691531what do you mean by better?
>>98691896you don't run a setting, you run a game
>>98692454Are you?
>>98714943Yeah, a game taking place in a setting. The degree of emphasis placed on that varies from table to table meaning some (probably not most) will appreciate treasure existing as stuff with a place in the wider world rather than as pure abstraction.
>>98694685Ironic.
>>98696182the merchant isn't used to anything, he's a game construct that exists only to convert dungeon treasure into money.
>>98696825no it isn't
>>98697089call them the metal itself.
>>98697630no it doesn't
>>98697760as in "credited to your account", dumbfuck
>>98697976that wasn't a yes/no question.
>>98712271the guilds are the government.
>>98714957No.
>>98691217
>>98691569The funny thing is I live in northern Michigan, and since we're so close to the Canadian border Canadian change is nearly indistinguishable from American change on a quick glance, so I guarantee most cash registers have a couple Queen Anne pennies in them. It's not an accepted currency, but the effort to root it out isn't worth it, so it's almost de facto accepted
>>98715009so just call them the empire then
>>98715011that wasn't a yes/no question.
>>98714935>>98714937>>98714943>suddenly a lot of very short replies to the same early post that literally say nothing and make no sense>followed by a lot of replies to a fuck ton of other posts in the thread that also say nothing and make no sense>nothing more than 5 words long>all in about 20 minutes time.So place your best people, extreme autism or a bot spam?
>>98715090See, even though I'm way down in Missouri I could still understand that. But the lady gave me a loonie. Queen on one side, big old goose on the other. Bigger than any coin I've ever seen. Very clearly and obviously not US currency. And she specifically kept Canadian change and bills in a ziplock segregated from her purse, and gave me the coin to avoid breaking a $20. She didn't ask, she said nothing, she was trying to be sneaky about it, and it's worth less than a US dollar. But I didn't care. I still have it in a box somewhere. I liked how absurdly big it was and used to keep it around to flip it.
>>98714970>TTRPGs are like videogames! >let me skip the cutscene!you lost /v/irgin?
>>98715146all questions are yes/noall non-questions are also yes/no
>>98715375Ah, like >>98697642 then?>>98715275I'm guessing autism.
>>98715382Yes.
>>98715382he's spamming other threads too. Complete brainrot.
>>98715530NTA but why
>>98715634maybe he's home sick from school and his mom took his xbox.
>>98691223>>98691239https://www.youtube.com/watch?v=RMk2CJrZrI8
>>98714002>Baker's guild? Heh, my men are wearing full harness so they can make tons of bread. Shut down the town baker.
>>98715884You could not have possibly chosen an example that happened all the damn time and still happens today. Yes, nobles created monopolies with their own men muscling in on those who refused to work under them. Yes, entities including governments still do that today. Yes, this demonstrates the adventure guild thing makes no sense by counterexample.
>>98715918makes perfect sense*
>>98715918>Expel the highly skilled mercenaries from our kingdom!
>>98716081Yes. Expel the highly skilled mercenaries who aren't working for our kingdom, also known as enemy forces. This isn't complicated, since it works that way in real life. The most defining feature of a state is that it has a monopoly on the use of force.
>>98691217Since all those fags failed to provide anything not inane I will say bullets , energy (stored in liquid form or provided as power through consumption units) will serve as mean of exchange in lieu of I owe you (IOU) fake replicated banknotes/electronic number for advanced societies , while more primitive societies will provide services and trade for food and shelter and exotic skill like making medicinal herbs and the like.Currency can be anything that you consistently exchange your labor and goods for and vise versa and serve as a store of value
>>98691217I still think decimalisation was a mistake so I ran a game where we used the old LSD currency. My players eventually got it though the woman had to be helped every so often.My current game is set in Not!Qin so I use a tael of silver instead of a gp, mace of silver instead of sp, and bianliang instead of copper.
Rate my gaslamp/biopunk setting's currency:>Each denomination is harvested from a specially alchemically bred animal husbanded & farmed by the Coinbreeders banking guild.>"Scarabs" - the copper elytra of jewel beetles>"Fish" - silver cycloid scales of a herring like fish.>"Plates" - golden keratin scales of metallic pangolins.
>>98716446the king wont expel them because he is their biggest customer
>>98692306>but the vampires have consolidated military and political power enough to become the dominant raceso real life?
>>98717306Tell that to the jew moneylenders in France, Germany and England.
>>98691569>Anon meets a Plutomancer trying to lose a Wooden Loonie.Neat.
>>98716446Yeah but IRL nations don'r have to sweat details like soldiers deserting because "they merked a fecking dragon. Feck this." A very common concern in a fantasy kingdom, especially one where they demonstrably don't have the force to do so because if they did, they wouldn't license it out to Adventurers.
>>98717282Not lightly do I say we should destroy an entire economy. But they're mutilating the Pinecone Possums. There must come a reckoning.
>>98717554Honestly that reaction makes me happy. To put it in a silly way the vibe I'm kinda going for is "If Upton Sinclair wrote The Flinstones"
>>98717282Assuming the currency is resilient enough it survives me getting thrown into a bog (a surprising amount of irl bank notes do) it's a good idea.
Rings and grain (gold currency, minted by the local lord and merchants)Burthens and wings (silver currency, minted by the living dungeonand by the nearby fey)Quarters and dimes (copper currency, minted by inns, hostels, and whorehouses)
>>98692062Dollars.
>>98691217I had a setting that used Minutes, Hours, Days, Weeks, Months, & Years for their money. It was to denote how much labor the coin was worth. It was instituted after a righteous king drove a bunch of gnomes out of the kingdom & hung them after finding them coin clipping & setting up money lending, prostitution rings, gambling density, & all other manner of vice & culture control.So a relatively unearned man working just for manual labor would be paid in Hours, for his work. He could get paid in a single Day coin but then he would have to break it so its usually unnecessary. If he was performing skilled labor he might be paid double or whatever. Wages are still negotiable, but the idea is that a Day coin is worth the value of spending a day doing something like moving crates, digging holes, scrubing pots, etc. Sort of like doppelsoldiers were paid double the normal amount based on the risk they assumed
>>98717549also, we arent talking about nations in real life to begin withso a large group of powerful weirdoes who take any job, regardless of danger, in exchange for cash is entirely on the table
>>98701089Came here to post this, and not even in an unironic sense. Banks existed in the medieval period and gold-bearing asteroids are out there for the plundering.
>>98717282Nice. I like that counterfeiting would presumably have a biopunk tinge too, perhaps the proper properties and lustre require epigenetic triggering in response to a series of controlled substances administered development. While I see what you're doing with shiny animal-derived scale-coins a literal "money tree" would be neat if only as an experiment from abroad, in development or abandoned in the past.>>98717585Care to expand the pitch?>>98717957In Time was a fun movie. Feels like this expulsion could've drawn from theological prohibitions of usury "for the usurer makes his money not by labour but the passage of time, yet the days belong to the Lord alone". The king can of course officiate time by divine right. What are doppelsoldiers?
>>98691217Knuts sickles an galleons guv. Simple As
>>98717306it'a not like the mercenaries would disappear, the organization would, then the king offers them jobs of his ownthe adventurers aren't the problem, the guild is the problem
>>98718364the guild is there so the players can just clock in, get their adventure, get paid, and spend their money at the end of the day without worrying about any other part of the settingits convenient
>>98718399that's a nonsense answer because having a state organization that does the same thing wouldn't change shit about it
>>98718404your only argument is that you want it to be labelled a state organization?having it be an independent organization opens up your party to have literally any job, no matter how small or large and as varied as possible and from any employera state institution with the same breadth as an adventurers guild is just as unrealistic, so might as well just use the guild
>>98718414how realistic it is depends on the size of the state, but no matter what shape it's in it's always more realistic than a supernational organization of demigods that for some reason neither gets ousted from its position of power nor turns itself into a world empire that dominates everyone else
>>98718416>that for some reason neither gets ousted from its position of powerbecause they are customers not rivals>nor turns itself into a world empire that dominates everyone elsebecause they dont want to alienate their customerssimple answer
>>98718431there's no such thing when power feels threatened
>>98696667That doesn't mean every tom, dick, and harry with a duchy was doing it. Usually they needed a market to justify it, a mine to supply it, and the military infrastructure for it not to just get stolen by their neighbors. Trying to say >Well actually it happened everywhere all the time and kings were powerless to stop itis /r/AskHistorians bullshit. And tradesman tokens don't really count.
>>98718446>there's no such thing when power feels threatenedtheir power isnt threatened by customers
>>98718452customer relationships don't exist when there's no greater authority to lay down the law, if you are the law then anyone as strong as you or stronger is a threat because they can make you stop being the law whenever they want and there are no serious repercussions
Spoons are 1/4th the value of Pints.Cups are 1/3rd the value of Pints. Half-Pints are 1/2 the value of Pints.These are all various weights of pewter nuggets encased in leather pouches branded with the moneyers sigil.Pints are the basic currency of the money system. Unlike lower denominations, they are disks of pewter sewn into leather pouches, each embossed with the kingdom's heraldic animal and the profile of the reigning king. A pint is twice as thick as a half-pint.A Quart is a unit of account that has sometimes been minted as a glass cube with a small amount of silver foil held in the center. Quarts are rare though due to the fragility of the medium. Quarts are equivalent to 4 Pints.Finally, a Gallon is 10 Pints. Gallons have never been made into a physical coin.
>>98718468good thing both the guild and whatever nation states they operate within all respect each others laws and follow each others laws and do not see each other as threats
>>98718475see the more you try to contrive it the more it sounds like a "lol random xD" setting that you can't interact with meaningfully because there's no way to tell what would reasonably happen given any inputyour setting is garbage in both an aesthetic sense, and worse, a practical game sense too
>>98718484>that you can't interact with meaningfully because there's no way to tell what would reasonably happen given any inputthey interact with it just fineplayers get told what they are doing this session, they go out and do it, and then when they get back they get paid for it and can spend their pay>a practical game sense tooits perfectly practical because we have a standardized plot hook every session and they can have any number of quests with virtually no need to constrain where they are going and why
>>98718494anon you just spent ten posts inventing contrived constraints
>>98718500what constraints?youre the one inventing problems that will never be relevant to the game
>>98718507you're constraining your entire world so that the only thing is good for is a low level party hunting goblinsliterally every game i ever played graduated from that in the equivalent of the middle levels and your entire approach of countering it with shallow excuses falls apart like a stage made out of cardboard cutouts at that point
>>98718524>you're constraining your entire world so that the only thing is good for is a low level party hunting goblinsguild posts a a job to remove some giants, now that the players are ready for it its that simple
>>98718474Oh, and another great thought: Travelled Pewter is preferred and more trusted by merchants. If the brand or embossing shows that the volume came from a more distant region, it proves that the leather is higher quality and will stand up to longer use or storage. Otherwise, they'll be less willing to accept it. This is just like lit vs dun spheres.
>>98718529yes, extremely simplethe funny thing is that the simple-minded tend to have much more complicated lives than those who think things through, and you're a perfect example