tag:blogger.com,1999:blog-5255299705122830812.post2593288736131532659..comments2024-03-29T09:18:29.382+09:00Comments on What a Horrible Night to Have a Curse...: Money and Treasure in ChanbaraDennis Laffeyhttp://www.blogger.com/profile/03053699552003336733noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-5255299705122830812.post-23154385018124920142015-09-15T17:34:26.391+09:002015-09-15T17:34:26.391+09:00Maybe I could do something like that, but I don...Maybe I could do something like that, but I don't know if it would benefit the game overly to be so abstract with treasure. A big part of the game is bringing back treasure then using it to support the various "lieges" (lord, clan, patron, temple, etc.). While the granularity of coins might not be strictly necessary, I can envision times when having distinct coin (or other treasure types) spelled out might be interesting.<br /><br />Something to think about anyway, as the logistics of getting treasure out of the dungeon/wilderness is not the big seller of game play, like with D&D.Dennis Laffeyhttps://www.blogger.com/profile/03053699552003336733noreply@blogger.comtag:blogger.com,1999:blog-5255299705122830812.post-69237101513881329232015-09-14T22:59:16.252+09:002015-09-14T22:59:16.252+09:00Why not simply do treasure in "bags of rice e...Why not simply do treasure in "bags of rice equivalents," instead of using coins at all. Basically keep everything as a big pile o "other," rather than bronze, silver, and gold. <br /><br />In my 5AK game, random treasure hoards are given their value in gold dinars (my "standard" currency) and then divided up by weightiness: "bulky" treasure (1# per 10gd value), "portable" treasure (1# per 100gd value), and "precious" treasure (1# per 1000gd treasure). Something like that might work for Chanbara, too (what is the value a treasure will bring to the adventurers, as opposed to worrying about currency change rates).JBhttps://www.blogger.com/profile/03263662621289630246noreply@blogger.com