icosahedron152:
Is anyone interested in discussing/developing a system for wealth/social climbing in a rules-lite game? Or maybe you know of a system that can be adapted?
I'm aware of a system that works perfectly for it, but it's nowhere near what you'd call "rules-lite"
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I find that games tend to polarize this issue: either they require a billion dice rolls and a bean-counting spreadsheet for each player, or they go totally freeform and the GM makes an arbitrary decision on how much PCs earn and whether they're promoted.
The system in question has supplements devoted to expanding the core rules of one roll while increasing
vastly the number of ways in which you can make one roll, and that's where the "not rules-lite" comes in.
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I'm looking for something generic that could easily be used in a number of different games,
Check
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but the game I have particularly in mind is a historical one where PCs are trying to make their fortunes and work their way up the English social scale, perhaps all the way from peasants with a few pennies in their purse to dukes with castles, palaces and vast tracts of income-generating land.
Specific advantages can be extrapolated to reflect a specifically English tone.
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If anyone is interested, maybe we can set up a discussion thread for it?
I'm always interested in the particular non rules-lite system I'm talking about, and I even apply the Social Engineering rules to Dungeon Fantasy games. For example, a player recently wanted to know the difference between being an Ogre Emperor and say... a human emperor. My answer was 8 levels of Status in comparison to 5 of Rank and 4 of Reputation.