Let’s Make Better Rpg Currencies

@rpg

https://youtu.be/VADntQSNMB4?si=VUw999G0yZ0x52IW

I’m curious what currency systems my fellow #ttrpg GMs have dreamt up when #worldbuilding.

It’s always annoyed me how #dnd’s gp/sp/cp currency resembles the USD system so much in the way it is used, despite the fact that IRL a single gold coin would be worth more than my car. Does #WotC think my backpack is worth $8k? That makes no sense to me.

  • My last setting had regional apocalypse due to the collapse of their Roman Empire equivalent, which resulted in no national currency since the new feudal regime was so incoherent. There were, however, several local currencies that were gaining traction, such as:

    • The goblins had a long-standing traditional currency system of specie coins, similar to that in the dnd handbook. However, anyone who wanted to mint currency could. This resulted in what could best be described as a deciduous economy. In the winter, goblin smiths would try to cheat the system by forging random gold, silver, and copper trinkets into coins to buy food with, resulting in rampant inflation. By the time spring rolls around and food starts becoming plentiful again, frustrated goblin smiths begin melting down their near-worthless coins into much more valuable jewelry and trinkets to sell, resulting in a period of rapid deflation until prices stabilize again in the fall. Often the values of the specie coins would inflate and deflate at different rates, resulting in periods where copper coins were more valuable than gold and silver coins but less valuable than bronze coins. Unsurprisingly, non-goblins tended not to bother with goblin currency.
    • Most parts of the local Marches ran on a system of favors. I would have kept track of my player’s reputations as a sort of credit score, but i decided to ignore this after one player lost his mind at the idea of not being able to buy things with those dolla dolla bills he provably did not have.
    • A currency system gaining popularity was formed in a local city, which resembled the British LSD system but where one pound was 360 pence, and the values of the other coins corresponded to the prime factors of 360. Very logical, and I am sure my problem player would have lost his damn mind at having to do actual math to buy things.
    • The nobility did not need to bother with currency, and never have. They simply conducted barter in bulk, backed by favors and local prestige. Exchange rates were very stable. As a result, they tended to use whole 5-pound ingots of precious metals as a form of currency when barter would be unnecessarily time-consuming. However, they seemed to see barter as the more civilized form of trade, since you had to actually conduct diplomacy with your fellow nobility to make it happen, so currencies have had to overcome the stigma of being the uncivilized tool of goblins and peasants to become popular. This was, in fact, the main factor behind why a dominant currency had not emerged in the last century.
    • “A currency system gaining popularity was formed in a local city, which resembled the British LSD system but where one pound was 360 pence, and the values of the other coins corresponded to the prime factors of 360. Very logical, and I am sure my problem player would have lost his damn mind at having to do actual math to buy things.”

      I like this.

  • “Credits”, which is gold IN SPAAAACE. The thing is, if you’re running a merchant campaign, currencies, jurisdictions, red tape, bribery, and smuggling can be fun. Otherwise maybe don’t even bother with money, the quest to findwhat you’re looking for is much more fun.

  • I’m afraid I don’t remember the name of the system or else I’d link the rules, but I do remember playing a game where I really liked what they did with inventory and currency.

    Basically, the game divorced the rules from the settings’ currency entirely. So if you’re into homebrew, that means it works equally well with gold, credit chips, reputation, bottle caps, and seashells

    When you defeated a monster, finished a quest, or found hidden treasure, you would acquire LOOT. Get ten LOOT and you level up at the end of the adventure.

    Instead of writing down and purchasing all of your basic equipment, you would have a certain number of GEAR points. If you found you were in a situation where you needed some item, you could mark off one of your GEAR to retroactively have brought that item with you.

    I liked it because it sped up play and was super newbie friendly. You no longer run into a situation where a career adventurer plum forgot to buy torches before spelunking. It also meant you didn’t have to roll a check for each item in the dragon’s hoard to see if you could afford to feed your hirelings.

    If that system sounds familiar to anyone, please let me know. I wouldn’t mind taking it for a spin again

    •  Malgas   ( @Malgas@beehaw.org ) 
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      610 days ago

      It’s definitely not what you’re thinking of, but the World of Darkness games have a similar system in that each character has a stat called “resources”, representing their general level of wealth, and can trivially acquire any item rated less than that.

      I think d20 Modern also had something similar, though it’s been years ago and I’m not 100% certain that wasn’t a homebrew rule based on WoD.

      • I really like WoD’s Resources background, one thing I do tend to append to the rules is separate out recurring income from lump assets.

        Basically Income Resources are used up and refresh each month worth of time provided players maintain their income or have retainers keep watch over the accounts. Lump Resources are like having a big pile of gold, or a big inheritance from an eccentric uncle or just a bunch of money in a savings account. Once they’re used up, they’re used up.

      • I can confirm that it’s not, I haven’t tried WoD yet.

        I do recall there being a similar mechanic in at least one version of Call of Cthulhu. Among all your character stats you also had a Credit Rating. I think it was left a little bit vague about how to implement it, but a successful check basically meant that you convinced the target you were good for your debt.

        I got the impression that it was supposed to be more about your social credit and your ability to convince people of your honourable reputation, but I definitely used it to buy a car once.

        • …marvel super heroes also featured a resources ability score and feats to represent financial maneuvers akin to lines of credit; it felt frustratingly abstracted as a teenager living in a discretionary cash economy, but after several decades as a real-world adult i realise that it’s an elegant abstraction for how people actually live and conduct commerce…

  • The best currency is obviously tally sticks.

    I joke - I haven’t used this in a game. It is interesting, though. From what I understand of history, the vast majority of people used a gift economy, barter, and what was essentially a credit system to get what they needed. The idea of the adventurers ‘buying’ their equipment on credit by owing the blacksmith a portion of loot later does raise some ideas.

    Also tally sticks are where we get the phrase ‘stock holder’; the one who loaned the goods kept the larger end of the split tally, which was called the stock.