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Lord
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Registered: 09-2011
Posts: 267
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Settlement living expenses


just wondering if anyone actually plays them as written?
or if anyone house ruled them to change to something that is easier book keeping?

back in the day when I've had two "problem groups" issue:
namely they were level 6 and spent 3 adventures unable to find a settlement they could train in.
literally, like every travel ended in a plague town (too risky to train) or a village or back at the dungeon.
even after all luck and lucky charms had been used to re-roll the hazards for travelling!

this happened to two different groups!

after the 4th adventure we finally found a settlement but had so much money, due to 3 consecutive adventures, that nothing was ever a financial struggle again.

due to those two groups I modified the way I handled expenses and also changed settlement expenses from 1/2/3 gold per day depending on settlement size, to 5/10/15 gold per day.

(I also made any random cost calculated by multiplying it by battle level of the warrior. so chaos temple entry at level 6 would be 2D6x60 gold rather than 10 gold, money gained/lost through events I did the same to, this is a side issue that I am not questioning at this time, but adding for contextual reasons. I did the same with gold for healing by the way)

this worked great and was adopted by both entirely different groups (which also had a 10 year difference between them!).

however these days I just don't bother with settlement living expenses because you don't ever find less than 5 gold and it just adds a layer of complexity, I do make anyone with zero gold leave the settlement though, they normally choose that option anyway as other wise "lose gold" becomes "lose item" which quickly becomes dangerous unless you have spare items set aside specifically for those times (which every character ever does!).

anyway, summing up, does everyone play settlement expenses the same as the book or have they modified them at all?
(this is purely a "reduce the faff" ruling in my games. I've not had a repeat of those issues after the second group had this "too much money now" problem)

---
most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.

have a great day :D
5/Apr/2015, 6:05 pm Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
OldWarrior Profile
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God
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Registered: 04-2006
Location: USA, Western hemisphere, earth
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Re: Settlement living expenses


I say that Warriors can never have too much gold, especially since leveling up costs so much. Of course, in most of my games the treasures are toned down a bit so that 30 to 50 percent of the time the Warriors do not get quite as valuable or useful treasures as the normal rules provide.

Later in the game, after the Warriors have reached level 10, they may wish to spend their gold on some Major Purchases:

Major Purchases
Keep 100,000 gold
Castle 300,000 gold
Palace 400,000 gold
Fortress 600,000,gold
Temple 50,000 gold
Sailing Ship 50,000 gold
(from page 31 of the RolePlay Book)

I have almost always played by the normal rules concerning Settlement Expenses, but I agree that it is a real pain to track. Playing without that might help people to focus more on the more important things.

However, remember that Mules (+1), Horses, War Horses, (+2 & +3 respectively) and Pet dogs (2x Living Expense) add to the cost of Living Expenses. If you take all that into consideration and multiply by the potential days in settlements, it could add up to quite a bit over time.

I have a house rule I have recently started using: On a day that a Warrior chooses to leave a settlement -- at the end of a day after his business is concluded for that day -- he avoids paying Living Expenses for that day. I think of it as most of the expense is for the cost of one's room to stay the night. It seems to make little difference so far in how long the players wish to have their Warriors stay. I find most of the time that they do much less in a settlement than they could, just because they want to get it over with and get back into the next Adventure.

Last edited by OldWarrior, 20/May/2015, 9:45 am


---
Old Warrior

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20/May/2015, 9:42 am Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
Aellea Profile
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Re: Settlement living expenses


Now that I began play again I spent first 3 days looking up what people has done with the game. A lot, apparently!

I found the Beyond the Grey Mountains site 'improvements' very good (and boy, are their cards beautiful!).
We now use a map for travels (Empire only recently).

The map really adds immersion to the RP aspect of this game. We can now plan our route a little. We hope to be ready for Lustria adventures by the time we reach the coast.

Their simplified Living Expenses system, payed by the week rather than day is a very good thing, as the whole routine of the day in a settlement becomes tiresom very quickly, especially if you own 2 Warriors in one group.

While we got a map, we also changed the rules of 'constructing' settlements. Instead of rolling on locations every time we enter one, we 'save' the layouts for the ones we already visited. That way we can travel to a known location for training, as long as it is not on the other side of the map.
The downside is, if you are hated in a settlement, it doesn't go away, and you need to find another one to do business in emoticon

The game has enough dice rolling as it is.
And even without GM we can build a story while playing, partly because of the changes we adapted.

I plan to sort traveling hazards per terrain traveled (as per map) some time soon, to make it even more story-like and logical (can help it, I like logic in games emoticon) There is a D100 travel hazard table somewhere on the net, so there is already plenty to choose from.
24/May/2015, 4:18 am Link to this post Send Email to Aellea   Send PM to Aellea Blog
 
Edquest Profile
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Lord
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Re: Settlement living expenses


the idea of still being wanted has odd appeal, I must look out for these maps emoticon

I've been tempted by a D100 hazards table for a while (as well as a settlement events table) but I'm worried by the lack of the pedlar!
I've found hazard 16 to be the life saver of travelling, we always found adding more weeks to the journey being a mix of "damn we're never getting to a city" but also "yay more chance of a pedlar!"

with new warriors more chances to get healing potions come up and it was less relevant, but the lucky charms for 50 gold are still arguably the best 50 gold you will ever spend.

that said I'm half tempted to put the pedlar in my dungeon Events table, travelling Hazards table and Settlement events table to make him this odd recurring [sign in to see URL] then I worry too many appearances will quickly end up with a deluge of lucky charms.

my own D100 events and D100 traps table are in this section on the board somewhere, I use them now to keep things interesting, the traps especially have changed a lot of things.

we had one Objective room where 3 traps went off every power [sign in to see URL] was horrible, but survived, it is now a legendary story that gets told when the 1's are rolling frequently "you weren't there man, you weren't there!"

---
most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.

have a great day :D
24/May/2015, 5:42 pm Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
Aellea Profile
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Re: Settlement living expenses


Most Settlement and Travel events are annoying, unpleasant and dangerous.
Warriors are trapped, robbed, swindled, attacked, robbed, chased, bitten, robbed... and it can happen every day!

No wonder some players run off to dungeons to escape the pesky hazards emoticon

Did someone ever tried to make some more fun if not more positive events, at least in the settlements?
26/May/2015, 5:52 pm Link to this post Send Email to Aellea   Send PM to Aellea Blog
 
Littlemonk Profile
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Re: Settlement living expenses


quote:

Aellea wrote:

Most Settlement and Travel events are annoying, unpleasant and dangerous.
Warriors are trapped, robbed, swindled, attacked, robbed, chased, bitten, robbed... and it can happen every day!

No wonder some players run off to dungeons to escape the pesky hazards emoticon

Did someone ever tried to make some more fun if not more positive events, at least in the settlements?



The Warhammer World isn't a fun place. And the point is to make the Warriors go into a dungeon, not to hang around the Settlements.

---
Blessed are the curious for they shall have adventures.
26/May/2015, 7:45 pm Link to this post Send Email to Littlemonk   Send PM to Littlemonk
 
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Lord
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Re: Settlement living expenses


quote:

Littlemonk wrote:

The Warhammer World isn't a fun place. And the point is to make the Warriors go into a dungeon, not to hang around the Settlements.



indeed. I always try to make it comedic when describing the generally ludicrous series of events that happen on the journey to and events while in the city.
if you wrote a story based on it then it would be hilarious!

I don't think more positive events are needed, I worry about making more of them to be honest.

---
most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.

have a great day :D
28/May/2015, 5:08 am Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
Aellea Profile
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Re: Settlement living expenses


By 'positive' I didn't mean gaining more gold or treasures.
But it certainly be more fun to play, if some of them 'react' to increasing character level.

E.g.: 'A good deed'. How many times would your warrior react to this, knowing that he will feel like a moron afterwards? I know it is not a RP game, but still... emoticon

I've just started to play again to introduce this great game to the new generation. I know it was supposed to be fun, but the events are getting repetitive and 1) no prank is as funny after n-th time 2) warriors are becoming heroes after all, some appretiation would be nice from time to time.

If we use advanced rules, the events & hazards should reflect this. Simple bandit should think twice before attacking a 7-th level Hero on the street. Especially if it is an Imperial Noble or a powerful Wizard.
They make this game potentially very rich and yet the main characters were left little room to act on their background.

Yes, it is 'only' a board game, but every bit of fluff makes it so much more. Every race, character and adventure, even the events, has a story behind it. And the 'fluff' is important, as it sets a context for the rules. Therefore the warriors aren't the simple puppets any more, dangling on the lines of compulsory rolls. Or at least they shouldn't be, IMO.

Anyway, it is always a matter of preference. I'd like to see my characters grow stronger, not only when hacking monsters.
Hence the question.

I would certainly be reviewing Traveling Hazards and Settlement events, making it more 'advanced' for out own games. So much to do... I need a vacation! emoticon

28/May/2015, 3:30 pm Link to this post Send Email to Aellea   Send PM to Aellea Blog
 
Littlemonk Profile
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Re: Settlement living expenses


That's why i created my additional Settlement Events and Traveling Hazards. I separated the events based on the Settlement size. And i increased the Traveling Hazards to 6 2D6 tables (3D6).

NEW Settlement Events
[sign in to see URL],offset=0

HAZARDS 3D6
[sign in to see URL]


---
Blessed are the curious for they shall have adventures.
28/May/2015, 5:20 pm Link to this post Send Email to Littlemonk   Send PM to Littlemonk
 
Aellea Profile
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Re: Settlement living expenses


SUPERB!
emoticon
28/May/2015, 6:19 pm Link to this post Send Email to Aellea   Send PM to Aellea Blog
 


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