The abstraction of wealth into resource dice is great, unless you want to have a campaign based around economic shennanigans. Thing is, I still want to keep the resource abstraction and the idea of trivial costs (“Saying Yes to Resources”, pg 369), but I want to add more drama to the process of having, gaining, and losing resources.
Anyone has an idea of how to nicely incorporate a more dramatic way of managing resources and money? I’m looking for something that supports the play of a merchant or smuggler type character.
My idea is adding a new type of tax called ‘Invest’ or ‘Investment’. It is like normal tax, in that you can’t use the invested resources (barring trivial expenses) however the resource points are not so much ‘gone’ as they are ‘frozen’. So investments don’t ‘reduce’ your resources, they just freeze the appropriate dice worth of resources and lock it away into the goods you’ve bought. This means investment never ‘reduces’ your resources to 0 and thus never causes depletion in your resources.
The other component of my idea is a sort of… delayed linked test.
How the mechanics would work would be as follows:
1 - State intent:
[li]How much resource dice do you want to invest?
[/li][li]What do you want to invest them in?
[/li][li]Protip: Gather information for good trades, trading locations and traveling conditions before this point.
2 - Buy goods from appropriate seller: Haggle/Duel of Wits - Linked Test Part 1.
[li] Apply any (dis)advantages as usual.
[/li][li] Success: Carry an advantage onto Linked Test Part 2
[/li][li] Failure: Carry a disadvantage onto Linked Test Part 2
[/li][li] Regardless of outcome: You invest the number of dice you stated in your intent in the good you wished to invest in. You invest as much as you wanted to invest always. The advantage/disadvantage corresponds to getting a good/bad deal.
3 - Play through travel to the target city and all the complications and shennanigans they bring, bandits, bad weather, bad roads, asshole patrolling guards, and side quest.
4 - Sell goods to appropriate buyer: Haggle/Duel of Wits - Linked Test Part 2.
[li]Remember to apply (dis)advantages from Linked Test 1.
[/li][li]Remember to apply any other (dis)advantages as appropriate. Demand of goods, and so on.
[li]Significantly more demand for goods here? Advantage. Less? Disadvantage.
[/li][li]Selling an Illegal good to a non-Fence? Major Disadvantage.
[/li][li]Selling an Immoral good to someone opposed? Major Disadvantage.
[li]Success: You gain a succesful test against your Resource whose obs is equal to the number of dice invested for purposes of determining test difficulty.
[li]PLUS 1 Obs for determining test difficulty for Forbidden (illegal) goods.
[/li][li]PLUS 1 Obs for determining test difficulty for Immoral goods (human trafficking, etc).
[li]Failure: A number of your invested dice, equal to the margin of failure (upto the maximum of your invested dice, of course), become taxed dice.
5 - Don’t forget tests for other complications like the authorities trailing you and crashing your meeting with the underworld slave traders.
If you implement this resource system, you probably have to remove the normal method of advancing resources by spending them, but you could keep taxing as normal for non-trading/smuggling related things. I suppose you could also use trades to replenish taxed resources, in which case… you could gain the number of dice invested minus one, of taxed resources back, I guess? (Kind of like a job?).