Income plays a big role in tabletop role-playing games. The options
and assets available to a player are partially dependent on the money
they have available to spend. In some cases, the assets they have
also force a certain amount of income towards the players. In some
campaigns, this plays more of a role since there are bigger expenses.
For these kinds of situations, I hope to outline some tips.
Expenses Needing More Income
If you plan to have your characters managing a kingdom, they will
need access to far more money and resources than a typical dungeon
delving campaign. This will also be true if they will need to craft
expensive one-of-a-kind items. If the players will be outmatched (see
my previous article), they may also need more money to help hire
help, bodyguards and to buy items to help tip the odds. There could
also be role-playing reasons for doing so. Instead of raiding shiny
things for their income, they may be getting paid a salary in order
to serve an organization. A portion of their income may be taken to
pay off a debt or something similar.
Spending Money
Though it may seem apparent, it's important to keep in mind the
different ways players can spend money. If you want your players to
spend money for role-play reasons, they need to have the money
available and spending money should create results that are
beneficial enough. If not, they'll take the best option and ignore
the rest. If they have too much money to spend, money won't matter
anymore. Summarized, if you want to make the players rich, they
should still have reasons to spend money and things to spend money
on.
Guides Are Suggestions
Dungeon Master Guides tend to have tables for rolling general things
like treasure. It's good to remember that these are suggestions and
can be easily manipulated or changed by the Dungeon Master. If more
money needs to be sent towards the players, you can either increase
it however you want or just take the maximum value from the table
depending on the needs. A particularly rich dragon could have much
more than the tables say. Make sure it makes sense in the narrative,
including consequences that result.
Making Money Outside Combat
In my opinion, the section of the Dungeons & Dragons 5th
edition Dungeon Master's Guide on running a business isn't
very good. Instead, thinking about how much an enterprise (or castle,
etc.) should cost and how much it should take to break even (I'd
imagine most people wouldn't want an enterprise that takes 3
lifetimes to break even). After that, decide on possible consequences
of good time period versus a bad one to use as a modifier on income.
People tend to be fine with these kinds of things if they make of
them themselves.
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