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By this point in the game, we picked up a new player and the real game is now a bit on the large side, with five total players when everyone can make it. Bingle's survival is a bit difficult, as a result, but the group has had some fun ideas. In particular, they've named the Dark Nation currency "dark o's", because they're circular and come from the dark nation. The Water Nation currency is, of course, called "currents". This section of the game involved a lot more discussion of currency exchange and the worth of goods - while it's not great for a podcast narrative, money is often one of the more important ways players interact with roleplaying games. In Hero, however, we can buy everything with experience points, so the haggling is more for flavor than anything.

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Applestone

Let's see if next time it'll actually be "Team Rocket" who is "blasting off again", and not Bingle. So, do the cat earrings go out of the mother's experience points even though she wanted them to be bought for her, or are those items just part of the flavor as well?

DawnSomewhere

Per Hero rules, any item that doesn't have "game value" is free. Players are generally considered to have an "appropriate" amount of income to throw around, so unless they need to spring a bunch of money all at once as part of a plan, or buy a whole shipment of something, you just look the other way on trivia like the cat earrings and let the players fight about it if they feel it's in character for them. It makes shopping sessions and haggling with shopkeeps be something players choose for their own fun, rather than something they get a mechanical benefit from.