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Monday, September 14, 2015

Money and Treasure in Chanbara

Historical Japanese coinage was a mess. There were different classes of bronze, silver and gold coins, not to mention imported Chinese coins, coins minted by the shogun, coins minted in provinces by individual daimyo... They had lots of types of coins. And the conversions between them were not set, so it was like a foreign currency exchange market in some ways. Add to that the fact that samurai salaries were paid in RICE, and it all becomes a big old non-game-able mess.
photo credit: my personal photo

So for Chanbara, after flirting with the idea of including lots of historical coin types (which can lead to more interesting treasure troves), I've gone back to a simple system of zeni (bronze nickles)*, mon (silver dollars)*, and ryo (gold $50 bills)* plus the occasional kan/oban trade bar (silver/gold $1000 bill)*, because these last ones are used a lot in Japanese period TV shows like Abarenbo Shogun or Mito Komon.

With player-side economics sorted out, I came up with a brilliant idea two nights ago for how to do the treasure tables for monster treasure hoards. Before I share the brilliance, though, I'll explain a bit about the process that led me to it.

Originally, I had devised a system of "treasure by HD" sort of like how 3E does it. If the creature has X hit dice, it will roll for treasure on this table. But that wasn't satisfying because some creatures of X hit dice might not be treasure keeping types. So I then broke it down into columns of incidental treasure/personal treasure/group treasure or something like that, with greater value for creatures of X hit dice that would be likely to keep treasure for their tribe, and a few left-overs of whatever last got eaten for those that don't keep treasure.

Then, I scrapped all of the above, and tried to make a treasure table like the ones in D&D. You know, the big chart of various treasure types, and percentages that each type of coin would be there, and value ranges if it's present. Let me tell you, trying to make one of those is either going to be a bunch of random, or else you need to really over-analyze it (Gygax was an insurance underwriter, wasn't he? I'm guessing he over-analyzed). For copyright reasons, I didn't want to just copy what Gygax had done, or use Labyrinth Lord's rejiggering of it. I wanted my own. But I was stuck, because I wanted it to be useful and not unbalanced, so I didn't want it to be a big old pile of random numbers.

Anyway, the idea hit me the other night, like I mentioned above. Instead of one big old chart, I needed two charts.

The first chart is one that shows ranges of treasure value (in mon, it's the standard coin for the system), and each creature in the book has a treasure type to roll on on this chart. There's only one number, because this just determines the value of the treasure. A lazy GM might just leave it at that.
Treasure Table
Type
Monetary Value
Magic/Unusual
A
1d10 x10 mon
5% 1
B
1d6 x100 mon
10% 1d2
C
1d4 x500 mon
25% 1d3
D
1d6 x1000 mon
15% 1d4
E
1d12 x1000 mon
20% 1d6
F
1d20 x1000 mon
25% 1d6
G
1d4 x10,000 mon
30% 1d8
H
1d6 x10,000 mon
40% 1d10
I
1d10 x10,000 mon
50% 1d12
J
nil
1d4
K
nil
2d6
But the second chart then has some random breakdowns by coin type, listing percentages of the total value that are of this type. With this, it's possible you might roll up a dragon's hoard worth tens of thousands of mon, yet all the coins are zeni. Or it could be all rolled up in a diamond-encrusted royal scepter. Or a mix. Of course, GMs can ignore the second chart and break down treasure as they like, but I think it can add a bit of fun to have a random roll like this. Sometimes, the oddball result can be the most fun.
Treasure Breakdown
d%
Zeni
Mon
Ryo
Other
1-10
100%
11-20
100%
21-30
100%
31-45
50%
50%
46-50
25%
60%

15%
51-70
10%
50%
30%
10%
71-85
20%
50%
30%
86-90
10%
40%
50%
91-95
50%
50%
96-00
100%

*vague impressions by yours truly as to how the coins in the game would be thought of as modern U.S. currency.

2 comments:

  1. 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.

    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).

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  2. 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.

    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.

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